Niɱ |
Round 2 Init 18
Nim lets out a ferocious roar before lashing out at the Charau-ka with teeth and claws... (attacking E,10 until it drops and then E,11)
bite -powerattack: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
damage +powerattack: 2d8 + 7 + 4 ⇒ (1, 7) + 7 + 4 = 19
claw -powerattack: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
damage +powerattack: 2d4 + 7 + 4 ⇒ (1, 3) + 7 + 4 = 15
claw -powerattack: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
damage +powerattack: 2d4 + 7 + 4 ⇒ (4, 1) + 7 + 4 = 16
...ripping and rending flesh in a spray of gore.
Status and Effects:
AC: 15 HP: 55 of 59
wildshaped into (large) Dire Tiger
Wicewakan |
Round 2 Init 18
Wic approaches the pillar and swings a fist at the Charau-ka nearest him... (MA to F/G,13/14)
attack w/claw: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d8 + 6 ⇒ (4) + 6 = 10
Status and Effects:
AC: 23 HP: 55 of 55
Niɱ |
And my response was that they likely had 20ish HP... but didn't know for sure. They could have had 30ish.:P
Kragnir Argak |
Grumbling bitterly about "the menagerie" in his path, Kragnir was about to join the fray himself when Nim's oversized monkey effectively walled him off from the melee. He moved in to swing his hammer in the gap left between Nim and his pet, with the pillar obscuring his swing. The difficulties of the strike seemed to matter little as his hammer unerringly caved the (smaller) monkey's ribs in as Kragnir shattered its form.
Move action to somewhere I can strike. I'm aware the remaining ape will get cover in spite of any position I can take.
Attack: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Attack Bit of Luck: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Hits AC33
Damage: 3d6 + 13 + 6 ⇒ (2, 2, 2) + 13 + 6 = 25
Niɱ |
No worries. We understand. Moving is always a busy time. Get settled, we'll still be here. :)
DM Stephen |
House purchase is nearly done ,just packing and getting ready for the actual relocation on Friday. Had some time to put up a post.
Order of Combat Round 2:
Balani 26 *gone
Jawn 20 *gone
Nim 18 *gone
Kragnir 18 *gone
C-Ka 10
Mihai 10
Balani kills one Apeman with a couple of arrows.
Jawn moves up with his spear out.
Nim kills another with a Bite and Claw combo.
Wic damages another.
Kragnir moves up and lands a killing blow on another apeman despite barely being able to see it behind Nim.
The last Charau-Ka attacks Nim, shrieking as he does so:
club atk on Nim 1d20 + 5 + 1 - 2 ⇒ (8) + 5 + 1 - 2 = 12 dam 1d4 + 3 ⇒ (3) + 3 = 6 Miss
bite atk on Nim 1d20 + 0 + 1 - 2 ⇒ (1) + 0 + 1 - 2 = 0 dam 1d3 + 1 ⇒ (2) + 1 = 3 Miss
club atk on Nim 1d20 + 5 + 1 - 2 ⇒ (4) + 5 + 1 - 2 = 8 dam 1d4 + 3 ⇒ (3) + 3 = 6 Miss
All three attacks miss horribly and this creatures time shortens in this world.
Mihai to go.
Niɱ |
Round 3 Init 18
Nim turns on the last opponent...
bite -powerattack: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
damage +powerattack: 2d8 + 7 + 4 ⇒ (5, 8) + 7 + 4 = 24
claw -powerattack: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
damage +powerattack: 2d4 + 7 + 4 ⇒ (3, 2) + 7 + 4 = 16
claw -powerattack: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
damage +powerattack: 2d4 + 7 + 4 ⇒ (1, 3) + 7 + 4 = 15
...tearing him limb from limb.
Status and Effects:
AC: 15 HP: 55 of 59
wildshaped into (large) Dire Tiger
DM Stephen |
Back from moving and vacation. Plan to post later today to get things going again.
Should be able to finally pick up some posting momentum as we are moved into the new house and settling in. Glad it is all done and I can gt back into some kind of routine. Thanks for hanging with me.
We are closing in on the end of chapter 2. Chapter 3 is the real jewel of this series so I am hoping you will all really enjoy it!
DM Stephen |
OK here we go again!
initiative strings:
D 1d20 + 6 ⇒ (17) + 6 = 23
Decapus CR 5
Tome of Horrors Revised 93
CE Large aberration
Init +0; Senses darkvision 60 ft.; Perception +7
Defense
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 26 (6d8+30)
Fort +5, Ref +2, Will +8
Offense
Speed 10 ft., climb 30 ft.
Melee 9 tentacles +10 (1d6+6 plus grab)
Space 10 ft.; Reach 10 ft. (200 ft. with tentacles)
Special Attacks constrict (1d6+6)
Spell-Like Abilities (CL 5th; concentration +6)
At will—minor image (DC 13)
Tactics
During Combat The decapus hangs on to the side of the
pit with one tentacle and attacks with the rest, but it can
only use three tentacles at a time against a single foe. It
makes no distinction between the PCs and the charau-ka,
attacking whoever is within its reach.
Morale The decapus flees back into the pit if reduced to 8 hit
points or fewer.
Statistics
Str 22, Dex 11, Con 20, Int 10, Wis 11, Cha 12
Base Atk +4; CMB +5 (+17 grapple); CMD 16 (can’t be tripped)
Feats Iron Will, Power Attack
Skills Climb +17, Escape Artist +8, Perception +7, Stealth +3
Languages Decapus
SQ sound imitation, uncanny climber
Special Abilities
Sound Imitation (Ex) A decapus can mimic any creature it has
previously encountered with near total accuracy, though it
cannot mimic humanoid speech for more than two or three
words at a time. A DC 13 Will save detects the ruse. The
save DC is Charisma-based.
Uncanny Climber (Su) A decapus can climb with ease, as if
using spider climb. It can use the accelerated climb action
to cover any distance up to four times its climb speed, with
each check allowing it to climb a distance equal to its climb
speed. Climbing a distance equal to or less than its climb
speed is a move-equivalent action.
Mihia moves up and Balani fires a shot into the Charau-Ka, but just as they finish something seems to shamble...or is it slither...out of the hole.
This creature is a large spheroid with ten octopus-like tentacles protruding from its body. Hair grows in broken patches along its body. Its eyes are stark white and pupil-less. Its large mouth sports long, yellow fangs.
Order of Combat Round 3:
Balani 26 *gone
Creature???
Jawn 20 *gone
Nim 18 *gone
Kragnir 18 *gone
C-Ka 10
Mihai 10
It moves with incredible speed with it's mass of tentacles appearing
NE (01-33), E (34-67), SE (68-100) corner of the side you are on. 1d100 ⇒ 78
It slithers out of the pit near Nim and takes a tentacled swipe at him.
tentacle atk 1d20 + 10 ⇒ (18) + 10 = 28 dam 1d6 + 6 ⇒ (1) + 6 = 7 Hit!
Added difficulty for rare creature
This is a decapus. A moderately powerful many tentacled beast. They are typically medium sized and live in trees. Due to this ones size you are guessing it adjusted to living in the pit. It can make the occasional image to fool prey and can climb extremely quickly. It's tentacles have reach even at medium size so it can probably reach very far.
You are up, feel free to retcon any action in round 3 you may have already posted/
Niɱ |
Round 3 Init 18
Nim spares a glance at the thing emerging from the pit as he feels the tentacle land upon his flank. Trusting in Kragnir to deal with the new threat, Nim maintains his focus on the remaining Charau-Ka. (Round 3 action as above.)
Status and Effects:
AC: 15 HP: 48 of 59
wildshaped into (large) Dire Tiger
Wicewakan |
Round 3 Init 18
Wic rushes to the defense of his master (MA to K/L,10/11) and swipes at the monstrosity with a clawed hand...
acrobatics to avoid AoO: 1d20 + 7 ⇒ (3) + 7 = 10
attack w/claw: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d8 + 6 ⇒ (6) + 6 = 12
crit confirm: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d8 + 6 ⇒ (5) + 6 = 11
...digging deep gouges into its flesh.
Status and Effects:
AC: 23 HP: 55 of 55
Kragnir Argak |
Kragnir threatens more than one of the squares it occupies, it being 15 feet away. Should he have got an AOO?
Attack: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Damage: 3d6 + 13 + 6 ⇒ (6, 1, 3) + 13 + 6 = 29
"Ah, that's more like it!" Kragnir bellowed in happiness as a bigger foe appeared. His wild grin only widened further as Nim's oversized primate actually left him some room to go to work. His hammer slammed into one of the tentacles with a heavy overhead swing, splatting it on the ground.
Attack then 5 foot step east.
Kragnir Argak |
Attack above is thus a 25, and I did also forget my iterative.
Attack #2: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
Damage: 3d6 + 13 + 6 ⇒ (6, 2, 3) + 13 + 6 = 30
Attack #3: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Damage: 3d6 + 13 + 6 ⇒ (6, 2, 4) + 13 + 6 = 31
Niɱ |
(Nim's attack due to haste)
Having dropped the last Charau-Ka, Nim uses his magical speed to aid in the attack upon the tentacled horror...
bite -powerattack +haste: 1d20 + 10 - 2 + 1 ⇒ (8) + 10 - 2 + 1 = 17
damage +powerattack: 2d8 + 7 + 4 ⇒ (2, 6) + 7 + 4 = 19
Status and Effects:
AC: 16 HP: 55 of 59
wildshaped into (large) Dire Tiger
haste (by Jawn)
Balani the Silent |
Round 4
Balani, with one eye to the surrounding area watching for more incoming enemies, moves around to get a view of something other than her enormous companions. MA B9
She raises her bow again and fires at the tentacled creature.
1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 311d8 + 2 ⇒ (2) + 2 = 4
Her arrow thunks into the writhing mass, but does minimal damage to the huge creature.
DM Stephen |
The remaining Charua-Ka goes down after a couple of savage swipes from Nim.
Nim then shifts 5' over and attacks the Decapus but his blows deflects off the creatures tough hide.
Assume you shift, Dire Tigers don't have reach.
Kragnir then strikes at the creature 3 times, two resulting in a satisfying squelch and green ichor shooting from the Decapus, while one deflects again off its tough hide. AC 20 for reference.
Balani's strike hits it right in the head, but does minimal damage.
Mihai to finish before the creature goes.
Wicewakan |
Seeing as I am not part of your narrative recap, I have to ask if you saw I did 23 damage?
DM Stephen |
Seeing as I am not part of your narrative recap, I have to ask if you saw I did 23 damage?
I did miss it. For some reason I saw the Acrobtics check and thought it was an attack roll. Almost dead...
After Wic's blow and Kragnir's massive assault, the decapus crumples back into the hole from which it came, plummeting into the darkness...you don't here it hit the ground indicating that the hole is probably pretty deep.
Combat over.
Balani the Silent |
Balani moves forward quickly and after doing a cursory search of each Charua-Ka she instructs Kranir to drop them into the pit. Let's get to cover and see if we alerted the rest. She quickly moves into the trees and listens for anything that would herald the arrival of reinforcements.
DM Stephen |
You wait about 15 minutes to see if anything or anyone else comes along to investigate. You doubt the larger area of Charau-Ka would have heard the combat but a nearby group of them probably would have.
Nothing comes. You loot the bodies and look more closely at the pit. You doubt if the Decapus held onto the edge the entire time and it's too deep to have climbed from the bottom...that leads you to one other conclusion..it must have a lair down there somewhere not too far down.
Next steps?
Loot: They have no loot other than common clubs.
Niɱ |
Nim lays down and licks his blood splattered paws as he waits for the Balani to indicate which direction they will travel in next.
Wicewakan |
Wic moves over to the edge of the pit and peers down looking for anything of interest.
If he spots anything, he will climb down to investigate.
DM Stephen |
It's hard to tell but after some assistance from a magical light source lowered down you notice an opening into the side of the pit about 75' down.
After some additional effort you recover several items of value:
Well crafted breastplate that is magical +1, medium sized.
MW Greataxe
two potions of cure serious wounds
climbers kit
MW thieves tools
132gp in assorted coins
What does the group do next?
Re-post:
The interior or the ruin is very overgrown. You see no major structures obviously within the walls. There appears to be four landmarks within the walls.
1) Barely recognizable as a ruined and overgrown fallen tower, only small areas of stone mark this ruin as anything but jungle. It is located on the east side of Tazion.
2) A single massive ruin rises from the dense brush, consisting of concentric rings of crude stone columns surrounding a yawning pit in the earth. It is located on the south side of Tazion. This is the area you just explored.
3) Near the center of the ruins stand the shattered remains of three conical cylinders connected by low, thick walls of piled stone. Boab trees burst from crumbling structures, their thick roots and branches devouring large chunks of ancient stonework. This is the area were you spotted a number of Charau-Ka.
4) In the northern section of the ruins rises a mound of vegetation, barely recognizable as an overgrown ruin.
You see nothing else of note inside the ruins other than what you recongize as tar pits...dangerous to the average travelor but nothing you won't notice immediately and be able to steer the group clear of. The jungle vegetaion makes it difficult to pick out more detail unless you spend some time very near to these areas or scout the surroundings more closely.
Jawn Stagg |
"Ah, nice Wicewakan. These will be useful, or at least fetch a pretty coin back in civilized lands. If I had to guess, I'd say at least one unfortunate, intrepid explorer met their end here. Clearly they didn't have our resources or guile!"
Once the valuables have been stowed, he'll ask Balani "Which way from here do you suggest?"
Balani the Silent |
Balani recalls Nim's description of an unusual white ape to the north and a group in the centre. Instead of skirting around the edge all the way to the other side she decides it would be best to take on the group in the centre on the way to the northern group. Pointing deeper into the jungle, with a thin smile hovering on her lips, she states briefly,
To the heart of the ruins. I will scout ahead.
Will you cast message again?
She directs at Jawn, not so much a question as a request.
When the group is ready she quickly disappears in the growth, her eyes and ears wary, her movements ghostlike.
DM Stephen |
You creep through the jungle about 100' ahead of the party. It's quite a noisy place so your silent footsteps are re-assuring as you make your way to the center of Tazion.
There seems to be some noise coming from the northeast when suddenly a human appears from nowhere about 30' ahead of you. Other than a whisper you thought you heard he just suddenly appeared!
Just then a group of Charau-Ka suddenly appears out from behind trees and out of the brush about 100 feet away, but moving quickly in your direction. The man turns and races near to you heading past you in the direction of the group with the Charau-Ka in pursuit. The man is completely silent...unnaturally silent...he must be using some type of magic to remain that quiet. Many things run through your head on what this situation is but one thing is apparent, the man is heading in the direction of you group!
What do you do both the man and the apemen are movig quickly.
Quick spoiler and the rest of you should be back in it soon.
Balani the Silent |
Balani quickly whispers to Jawn. Prepare! apemen chasing unknown man, incoming fast. She then turns to follow them back toward the group, bow ready to fire the minute she has a clear shot on one of the Charua-Ka.
DM Stephen |
The party has two rounds to prepare any spells or anything else. Nim hears their shrieking shortly after the warning coming your way quickly.
You can shoot at any time but you might stop them when you give your self away by shooting.
The silent man moves away from you and disappears around the back side of a tree about 25 feet past you. You still can't get over how quiet he is.
Balani the Silent |
Niɱ |
Nim crouches down, ears pinned and tail flicking back in forth as he readies to pounce the approaching threats.
Wic pounds his chest and the ground as he waits...
No preparations.