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Return to the Temple of Elemental Evil (IC): Thread 2
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Chapter 1: Shadows Rising
Between the Gnarley Forest and the Lortmil Mountains lies the Viscounty of Verbobonc. There was a time when the only remarkable feature of this peaceful province was its capital, which served as a major center of trade.
Then Evil came.
Just over a generation ago, a temple was built just north of the village of Hommlet. This temple was devoted to the cause of destruction through elemental fury and became known as the Temple of Elemental Evil.
Though it had its own goals, the Temple acted as a beacon for all other sorts of evil. It attracted bandits, brigands, and vile monsters that slowly began to lay waste to the surrounding countryside.
It was not long until the people of Verbobonc and the surrounding territories took notice and realized the Temple of Elemental Evil threatened the entire realm and needed to be destroyed. They raised an army. This army met the forces of the Temple on Emridy Fields. Though the forces of Good were victorious, they could not destroy the Temple itself and so they let it stand as a monument to darkness.
But letting the Temple stand meant that its threat was not destroyed but simply dormant. Within the next decade, the forces of Elemental Destruction sought to reclaim what was once theirs. The Temple began to rise again.
This time, the people of Verbobonc put their faith in several small groups that focused tactical strikes on the Temple itself. While not campaigning against Evil, these heroes found solace in Hommlet.
It soon became apparent that the threat posed by the Temple of Elemental Evil was greater than previously imagined. Within the Temple's dark dungeons, the priests hatched schemes that sought to wreak chaos and destruction throughout the Flanaaes and beyond.
The forces of Good struck at the temple with renewed vigor. Eventually, one of the teams confronted a powerful demon in the heart of the Temple. After defeating this paragon of darkness, they managed to bring the entire Temple down, eliminating the threat posed by Elemental Evil for good.
...Or so it would seem. For, in its own way, history is about to repeat itself.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Temple of Elemental Evil: Planting 9, Early Afternoon
(( Okay. You didn't specify what the Listen was for. Since I already told you what Pyro was "saying", I'll just throw that as a gimme. ))
Round 16
There's some noise that comes from inside the temple. Chief among it is the barking of dogs.
Round 17
Two dogs run out of the temple doorway, snapping and snarling. One runs towards Lor (( double move, so it can't attack )), and the other immediately pinpoits Pyro. The dog snaps at the elf, but she quickly dodges, despite her surprise.
Meanwhile, a quartet of hobgoblins appear in the doorway, ready for battle, but as yet only observing the current scene.
(( Map #9 ))
[hr]
Moathouse: Planting 8, Late Evening
"Mair," Haunor interjects before the hot-headed militia member can make a retort, "Ya gotta remember to know your environment. We're in the enemy's den right now. He's runnin' and he wants us to follow. Don't let him decide the terms of the battle. You know what can happen if you do that."
Mair looks in turn at Haunor, Grigor, and Tell for a moment. Then he throws a hand in the air in defeat. "Fine. But don't blame me if he gets away." He sulks back into the crypt.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Did the militia men finish checking out this room?
"I would recommend a thorough search of the area, now that the enemy have been pushed back. It would be unfortunate to find a surprise later on between us and a hasty retreat."
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Late Evening
(( The militia did give an "All clear" in regards to obvious dangers in the crypt. But they certainly haven't had time for a thorough search for anything else. ))
"I agree," Haunor nods at Megiddo, "There are some passages back there that we haven't secured yet." Haunor turns back to Mair. "If you're so hot on blocking this one's movements, Mair, then you won't mind standing guard here with Bellamin and Rein."
Mair barely stifles a grunt of frustration at this.
"Cheer up, Mair," Bellamin adds with a grin, "If-if he, uh, shows up again, we'll be sure to let you have the first go."
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor human cleric
"And remember: Don't be too proud to call for help when something attacks you. Or you might be too dead to do so."
With his caution delivered, Grigor turns back to the others and goes on
"Yes, we need to check out those other corridors. Especially to make sure we don't get trapped down here."
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Following Grigor's advice, Tell starts to mosey back throuh the dungeon. He stays close to Megiddo, guarding the wizard whom he presumes will want to scan everything for auras.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will begin to scan for auras, beginning with detect magic, then detect evil, then the other alignments.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Late Evening
The militia chooses to follow Tell, Grigor, and Megiddo's lead, wary of possible traps.
Despite the slight sensation of dread suffusing the crypt, it does not appear to contain any magical aura.
When the party reaches the southern room, they find a large pit in the floor (( not the pool of water shown on the map )). Suspended by an intricate rope-and-pulley system over the pit is a round wooden platform, approximately ten feet in diameter. Scattered about the floor are a number of picks and shovels. In the southwest corner is a stone block, about half the height of a human man that appears to have some sort of relief carving on it. A stone disc about as wide as the pit is propped against the north wall. The entire room is surprisingly cold and has a damp stench to it. Megiddo detects no magical auras.
(( Do you want to look in the pit with the detection spells or just stick with the current plan? ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Spoiler
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Gee, call me crazy but I think we'll... LOOK IN THE PIT! :P
Tell will also throw a light down there to see how deep it is. If it os more than 60' deep we'll need to lower Megiddo on a rope to check for auras... and if he is unwilling to do that, I completely understand. But assume we check the first 60' by looking down from the top.
Tell peers into the pit. He asks to borrow a torch from a militiaman and throws it in, whether the militia man likes the idea or not.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor human cleric
While Tell goes about to examine the pit, Grigor dies the same to the relief on the stone.
"Good thinking Tell. Seems like what they are after could be down there. I'll take a closer look at that stone over there."
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Late Evening
The pit is exceptionally deep. About 15 feet down the pit, a stream of water comes out of an opening in the wall and falls into the blackness below. However, the sound of the water hitting stone echoes back up. No magical auras are detected from within the pit.
(( The only torch is Haunor's everburning torch, which is secured to his belt and too valuable to throw away (i.e. he'll fight for it). The rest of the light the militia carries are lanterns, which will break if they crash against something. Bellamin has the stone that Megiddo cast light upon, but he's back by the maze. Alternatively, there's plenty of scrap wood in the crypt or you could light the handle of one of the nearby picks or shovels. ))
Meanwhile, Grigor examines the statue. Each of the sides other than the top and bottom are a different color with a carving of a different figure. Facing the pit is a black face featuring a tall, musclar man in intricately fluted plate armor holding a wavy-bladed sword. Another side is dark green with a man in a high-collared robe in a strange grimace-faced mask. The blood-red side depicts a man in high boots, doublet, twisted gauntlets, and a tightly-drawn hood. The final side is a deep indigo with a figure in a many-pleated robe with a sigil-covered sash, a cowled head, and a scepter cradled in folded arms.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Tell reaches as if to take Haunor's torch and then pauses, glancing down at the alchemical item. "That's a fine piece of equipment," he says simply.
He decides instead to root around in the scrap wood until he has a bundle of tiny kindling. With a wisp of his own tinder and a few sparks from his flint and steal he lights the bundle up. Once it is a fair-sized fireball he walks to the edge of the pit and casts it in, hoping to see how deep the shaft is before the fire is put out by the fall or the water.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Late Evening
Haunor watches Tell quizically after the druid pulls his hand away.
The torch drops somewhere between 70 and 90 feet before landing on a black stone floor or ledge. The water landing nearby mostly runs away from the torch and so takes about half a minute before it douses the flame.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
"I would be very interested in finding out where that passage leads, however, we ought to finish the rest of this area first."
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
"Agreed."
Tell will accompany the others on finishing their circuits of the dungeon.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor, human cleric
Grigor ponders the images on the stone but does not seem to recognize anything.
"Uh people? Maybe you should take a look at this... does this mean anything to one of you?"
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
(( Getting Back to that roll: You're right. Grigor doesn't recognize it. ))
Moathouse: Planting 8, Late Evening
Ricarlooks at Haunor, who nods towards Grigor and the statue. The spellcaster wordlessly steps up and looks over the statue with a steel gaze. "Strange indeed. But I know not what purpose it may possess."
The party continues to search over the dungeons.
The southeast hallway abruptly terminates in a solid stone wall that fails to blend with the surrounding masonry.
The living quarters remain much as before, only the few remaining personal items have clearly been removed.
The north-eastern room contains six very old beds, barely held together and padded with damp straw. Bits of cloth, rotting fruit rinds, bones, and other waste litter the floor.
None of the other areas appear to have been touched since the party left.
Megiddo's magic reveals nothing Magical, Good, Lawful, or Chaotic. However there is a Strong Evil presence suffusing the entirety of the crypt as well as one emanating from the pit.
(( Okay, even with help from the militia, it will take all night to take 20 searching the place. Two minutes per square, most of which has some debris. Any specific place you want to focus on first, now that you've done a quick scan of everywhere? ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
((the funny wall at the end of the SE hallway))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
(the area around the pit and the crypt - areas that detected evil)
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
(Grigor will just keep watch and guard Megiddo while he does his thing.)
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Night
Ricar studies the wall along with Tell while Haunor and the rest of the militia follow Megiddo to the crypt.
The wall appears to be a solid, uncut wall as would naturally appear in a cavern. However, it strangely seems to merge with or grow out of the surrounding masonry and tiles. This is reminiscent of the scaled clerics' own wall, except that it evenly merges with both walls, the floor, and the ceiling, rather than just one wall.
The crypt itself seems to be produce the evil aura Megiddo sensed. The chill of the room is a bit much, even considering its location, and as the search progresses, various almost every militia member expresses some statement of discomfort with the area. After the better portion of an hour's fruitless searching through bits of wood, cloth, and bone, Megiddo leans on the side of one of the sarcophagus alcoves only for the wall to give way a little. The mage pushes it in and finds it can then slide away, revealing a cramped tunnel, about three feet wide and five feet high. (( No time to update on the map right now. Tunnel extends from (20, 38) and moves northward. ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Spoiler
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I like how the elf finds the secret door. ;)
"This crypt will need to be cleansed of this taint, but for now, there are greater concerns. An example of which would be what lies beyond this secret tunnel?"
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Unaware of the crypt situation, Tell takes his hand axe and taps the back of it (the non-sharp side of the metal part) against the strange wall. Does it sound hollow, even distantly?
((He taps the other walls for a comparison point.))
If not, he simply looks at Ricar and says, "Any ideas?"
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Planting 8, Early Night
Tell
The sound produced by the wall appears to indicate an open chamber on the other side. It's not likely to be more than a few inches thicker than the wall produced by the scaled cleric.
Megiddo
(( Map updated with secret passage, though the tunnel actually goes under the room with the pillars for a way, which is not shown.
Also: Tunnel is only 3 ft. wide and 5 ft. tall, so most medium characters have to use squeezing rules. ))
The passage extends about 60 ft. north before terminating in a dead end. On one wall, there are a number of iron bars forming a ladder leading up into a circular opening. A little less than 10 ft. up on the ladder, Megiddo finds a lever which opens a door that leads to the disused torture chamber near the dungeon entrance. The door itself had been concealed in the side of the south pillar of the chamber.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will wait for someone else to catch up with him, and will then pull the lever to open the door.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor human cleric
Grigor stays with the group as the search progresses and sticks to Megiddo as he finds something interesting: A secret door.
"Hrm, figures. I bet the whole place is full of secret doors and passages. All the better for the evildoers to sneak into our back. We need to be extra carefull people."
True to his own words, Grigor keeps his sword drawn for the time being, resting it on his shoulder as he walks about.
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
No sooner does Grigor speak his words of warning than a distant, methodical chunk-chunking noie can be heard. It sounds like metal ringing against stone, and echoes down the halls.
Should anyone come to investigate they will find Tell working on breaking through the stone wall at the end of the SE tunnel, swing-swing, swng-swing, swing-swing, relentless with his handaxe.
He knows the hatchet isn't really the best tool for the job, but figures he has to get through sooner or later.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Early Night
Megiddo
With Grigor and Haunor backing him up, Megiddo quickly finds himself back in the torture chamber near the dungeon stairs.
Tell
As tell begins hacking at the wall, Ricar excuses himself and exits the corridor. The arcanist returns a moment later with a pick from the pit-room. Just behind him is Kevril. "What's going on here?"
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will move over to where Tell is trying to break through the wall.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Tell takes the pick, tucks his hatchet into his belt, and tells Ricar, "False wall."
Unless the mage offers to clear the wall with magic, Tell goes back to work, this time using the pick.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor human cleric
Grigor stands guard as Tell hacks away. But as Tell mumbles something about a 'false' wall. he can't help to comment.
"... looks real enough to me..."
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Night
Haunor and Eckhard follow Megiddo to the excavation. With a bit of help from the pick, Tell is able to make relatively short work of the wall, tearing an opening large enough for anyone in the group to fit through. Behind the wall, the passage continues on as before for about fifteen feet before turning around a bend.
(( Map #19 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will let Tell lead the way.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Tell motions for someone to hand him one of the magical light sources. He takes it and heads in as the forward scout. He moves slowly aroun the corner and to the north, goes partway up the hallway and covers his light with his hand. He listens.
[roll0]
[roll=listen][1d20+10[/roll]
edit: Listen = 23
((chain is out))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor, human cleric
Grigor follows Tell, sword at the ready, his own helmet lamp providing illumination. As Tell covers his lamp, Grigor takes the cue and closes the shutter on his own lamp.
Trying to keep still not to make too much sound with all the metal he wears isn't exactly easy though.
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will follow as well, attempting to remain queit as well.
Move Silently: [roll0]
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Late Night
Ricar hands Tell his lantern. The present militia members follow Tell, Grigor, and Megiddo down the hallway.
(( The door to the north hallway is already open. ))
Just around the hall's bend is a doorway with its open door rotting off its hinges. Further down the hallway are two shadowy shapes moving towards the light. It's hard for Tell and Grigor to make out what they are yet, but they look like some sort of large bird.
However, Megiddo's keen elf-senses find the light bright enough to recognize the rooster-shaped body with bat-wings and lizard tail as those belonging to the fearsome cockatrice. The wizard also knows of the beasts' dangeorous, petrifying bite. (( Knowledge (arcana): 1d20+19=22 ))
((
Initiative
))
Round 1
Neither Haunor nor Eckhard are able to see what's going on, but they can tell there's something down the hall. They wait for the others to react.
"What are those?" Kevril wonders out loud.
(( Map #21 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
"Cockatrices. Do not allow them to bite you, for they have a venom that will turn you to stone."
His warning being given, the elf will chant out a few arcane words of power, and with a gesture sends a lash of flame out to strike at the lead cockatrice.
[roll0] to hit vs flat footed touch (since I won initiative on them)
[roll1] fire damage from scorching ray
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Night
Round 1 (cont.)
Megiddo shoots jets of flame past Tell at the nearest cockatrice, badly singing its wings.
The enraged beast lets out a hiss like a half-strangled puma and runs down the hall as fast as it can. It lashes out with its beak at the nearest intruder. Fortunately, Tell is sufficiently armored to defend against even that sharp beak.
The second cockatrice follows suit, but instead homes in on Grigor. The thing runs into a similar problem as its companion and is unable to get past the cleric's plate.
Ricar weaves through the spaces between his companions to reach a spot he can see their foes. He casts a spell, unleashing another two bolts of magic upon the singed cockatrice, both striking it square in the breast.
(( Map #22 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor
Grigor isn't quite sure what exactly these things are that are bearing down on them, but they sure do look like some sort of abomination.
And if they were locked behind a false wall for who-know-how long... might as well be.. undead? Either way, it is time to bring down his sword on them, hard!
Spoiler
Show
Attack: [roll0], dmg. [roll1]
And he'll keep two-handing until someone tells him these things turn people to stone .. until then, AC 19...
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
(( Uh, Megiddo, standing just behind Grigor, did say something to Kevril about the petrification. So Grigor probably heard. ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Quote:
Originally Posted by
Skjaldbakka
"Cockatrices. Do not allow them to bite you, for they have a venom that will turn you to stone."
In the instant before the battle, a voice in the darkness responds, "Can we harvest it?" It's the druid, who wears a sincerely enthusiastic smile that only the elf can see.
Tell
The only response Tell gets is a burst of flame shooting past him, and then the cockatrices are upon him. Tell sets down his lantern on the floor (move action), hoping perhaps it won't break. Then he lays into the nearest cockatrice with both hands on his chain.
[roll0] * (incl. -2 pwr atk)
edit: =14 dmg (see below) [roll=dmg]2d4+8]/roll] (incl. +4 pwr atk
(If I can 5' step to get flank with Grigor I will. If so add +2 to my attack please.)
[roll1] * (incl. -2 pwr atk)
edit: =13 dmg (see below) [roll=dmg]2d4+8]/roll] (incl. +4 pwr atk)
(Add +2 to atk if I am flanking please.)
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Spoiler
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*Sigh*
Damage: [roll0]
AoO damage: [roll1]
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo, being nearly tapped on spells, will delay.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Night
Round 1 (cont.)
"Stone?" Kevril says in response to Megiddo's warning. "Shouldn't we be keeping away from them, then?"
Grigor slices some flesh off the nearest cockatrice. Meanwhile, Tell strikes the already-injured one, and it falls to the ground, lying still.
Round 2
Trying to get a better view, Haunor also runs behind Tell and Grigor, careful not to get in their way. He winds up near Ricar, where he can't do much anything else. "What did you say those were?" He asks Megiddo.
Having heard Megiddo the first time, Eckhard and Kevril watch Grigor and Tell with concern on their faces, seemingly unsure what to do if the remaining monster breaks through the front line.
Megiddo also watches, waiting to see where he might be of help.
The surviving cockatrice hisses and quakes with anger at its injury. It lashes out at Grigor again, only to have its beak deflected by steel plate.
Ricar chants a few arcane syllables and waves his left hand, which is engulfed in a light blue glow. "This will help protect you," he says before reaching out to tap Grigor. The glow washes from Ricar's hand over Grigor for a split second before dissipating. It also leaves a pleasant tingle for a second more.
(( If you don't trust Ricar (even though the spell feels harmless), Will DC 13 can negate the spell, otherwise…
Spoiler
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Grigor gains a +1 resistance bonus to saves until initiative count 11 on round 12.
))
(( Map #23 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor human cleric
"Thanks, now let us get rid of the other one!"
While Grigor inwardly still debates the benefits of using his shield (even though the cockatrice mostly attacks his legs where his buckler hardly reaches anyway), his sword arm(s) are in full swing again...
Spoiler
Show
Attack:[roll0], dmg. [roll1]
Totally forgot about the -1 to to-hit for the buckler last time... :smalleek::smallredface:
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Tell continues to flail the beast with his chain.
atk - [roll0] (incl. -2 pwr atk)
dmg - [roll1] (incl. +4 pwr atk)
AoO with reach - [roll2] (incl. -2 pwr atk)
dmg - [roll3] (incl. +4 pwr atk)
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
"Cockatrices," Megiddo says in reply. (still delaying)
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Night
Round 2 (cont.)
Grigor connects with the sword, cutting a large and dangerous gash near the cockatrice's wing joint. Unfortunately, Tell's strike goes wide and misses the beast.
Round 3
Being crowded out, Haunor and the militia continue to hold their positions. Megiddo does the same due to his lowered magic and psionic strength.
Even a severe injury doesn't seem to be enough to drive the cockatrice away. It's mad as all nine Hells and wants to take it out on the one that last hurt it. It almost gets lucky, too, striking near a vulnerable joint in Grigor's armor, but not quite reaching it.
Ricar casts two more magical bolts at the cockatrice. Both bolts strike its head, and it falls to the ground, twitching.
(( Map #24 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Tell, believing that the cockatrices may be just one more distraction from the flight of the real enemy, wastes no time. He snatches up his lantern and leaps over the still-twitching corpse of the bird monster, sprinting down the hall to see more.
((I've moved myself one double move. If this doesn't trigger anything feel free to move me to the next room, as that is what I will do next round anyway.))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will quickly move after Tell, keeping up with him.
OOC: in case we are still 'in rounds,' I act immediately after Tell, taking my delayed action.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Evening
(( Out of combat time ))
The militia follows Tell and Megiddo down the corridor. At the other end is a room in shambles smashed bits of wooden furniture and torn cloth lie strewn about. In different corners are three piles of cloth and smaller bits of wood that are also laced with river reeds. Just inside the room is a rock in the shape of a gigantic rat head and torso. It appears it may have once had a body that has since been smashed or crumbled away.
It sounds to Tell like something may be moving around somewhere just to the north. (( Listen:
1d20+10=18 ))
(( Map #26 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Tell
Tell silently points to the north, indicating he heard something. He then dashes up with his chain ready.
Spoiler
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I've moved a single move to my current map location, which should allow me to strike anything in range - around the corner or just past the table - before it can run away.
Obviously, if it looks like an innocent prisoner/civilian cancel the attack below.
[roll0] note: if target is human, I subtract 2 for pwr attack and add 2 for bane, leaving the attack roll unchanged.
[roll1] note: if target is human, add [roll2] damage for bane and power attack.
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor human cleric
"Well, that takes care of those..." mumbles Grigor as the second cockatrice goes down. As the others rush ahead, Grigor takes a moment to remember how he 'inherited' his armour from a luckles paladin who had fallen prey to shadows. Hopefully his soul was put to rest when he and his old friends destroyed the shadows.
Pulling himself together, Grigor sets out to keep up with his fellows. Certainly these two beasties were not all the danger awaiting in this corridor.
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 9, Early Night
The rest of the group follows Tell's direction. The next room is full of smashed furniture and scattered moldy bedding material. In a corner, rummaging through the mess is another cockatrice. It ignores the approaching footsteps but not the light. At this it turns and lets out a hellcat-shriek.
(( Initiative
))
Round 1
Eckhard and Kevril cautiously step forward, weapons at the ready.
The cockatrice quickly moves towards the nearest target—Kevril. Both he and Eckhard attack as soon as the beast is in reach, but it ducks under the blades and tears at Kevril's thigh. The venom acts immediately, casting Kevril in a gray pallor as his skin stiffens. Within a few seconds, all that remains of the young militia member is a granite statue.
"Kev!" Eckhard shouts. "No!"
(( New Initiative
))
(( Map #28 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Spoiler
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Was Kevril the mage? I can't keep these guys straight.
Tell
Tell circles around the table, not looking directly at the petrified militiaman, perhaps uncomfortable witrh the sight. Once in position he attacks with his chain.
[roll0] incl. +2 flank, -2 pwr atk
[roll1] incl. +4 pwr atk
AoO if needed (10' inclusive reach):
[roll2] incl. +2 flank, -2 pwr atk
[roll3] incl. +4 pwr atk
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Grigor, human cleric
Grigor curses mightily as he witnesses the young man being petrified.
"Stay back! That thing will have a hard time getting through my greaves and mail!"
Shoving his way past Tell and Megiddo, Grigor swings at the cockatrice, hoping to land a decisive blow.
Spoiler
Show
Move to 46,25 - Attack two-handed [roll]1d20+7[roll], dmg. [roll0]
Lycar
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathous: Planting 8, Early Night
Round 1 (cont.)
The cockatrice barely dodges Grigor's attack.
(( Map #30; Tell temporarily moved back to starting position until his turn. His intended move still saved at Map #29 ))
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Megiddo will draw his sword, and take a defensive posture. (full dodge)
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Re: Return to the Temple of Elemental Evil (IC): Thread 2
Moathouse: Planting 8, Early Night
Round 1 (cont.)
Megiddo takes up a defensive stance.
A look of shock on his normally placid face, Ricar steps forward and hurls more magical bolts at the cockatrice.
Tell circles around the beast and nearly takes its head of with his chain.
"Eckhard!" Haunor shouts as he grabs Eckhard by the shoulders. "Do as this one says!"
Round 2
Eckhard follows his superior's orders and withdraws from the battle, a look of ambivalence spread across his face.
The cockatrice turns its attention on Tell in retaliation for its injury. The druid, however, is quick enough to dodge.
(( Map #31 ))