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Thread: Tools of Chaos

  1. - Top - End - #271
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    The sound burst takes care of most of the rest of them, you see a few about to attack that then disappear into a large hole in the cellar wall. The rest are dead, 30 or 40 of them.

  2. - Top - End - #272
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    Follow them through the hole, dagger at the ready.
    Quote Originally Posted by The Giant
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  3. - Top - End - #273
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    The tunnel is dry, wide and at the beginning mostly dirt. It soon goes to limestone and then it becomes wet limestone. You can see rat droppings all over. There are also evidences of something larger than your average rat.

  4. - Top - End - #274
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    Stay wary and proceed. Be ready to stab any vermin that appears.
    Quote Originally Posted by The Giant
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  5. - Top - End - #275
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    As you round a corner you see three blood red dire rats as big as you are. As they close in a voice comes from the darkness. "Halt".

  6. - Top - End - #276
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    Hhm. Interesting.

    Stop where I am, dagger at the ready. Reply to the darkness. To whom do I owe the pleasure?
    Quote Originally Posted by The Giant
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  7. - Top - End - #277
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    Hhm. Interesting.

    Stop where I am, dagger at the ready. Reply to the darkness. To whom do I owe the pleasure?
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  8. - Top - End - #278
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    When you halt the dire rats stop. "Who I am is unimportant. Why are you here? Why did you kill my children?" the voice replies.

  9. - Top - End - #279
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    I am a cleric of Kord. I serve only good. These vermin are evil, and they hindered me in my quest. They must be dealt with accordingly.
    Quote Originally Posted by The Giant
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  10. - Top - End - #280
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    "These vermin are attacking an intruder in their territory. How do you serve good by killing what is only in your way? Villains do that all they want. What are they in your way of? This is your last chance."

  11. - Top - End - #281
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    I came here to gather mushrooms to save the villagers from deadly wounds. You live here on a human's land. This overlapping of territory creates conflict. If you do not wish me to destroy you, I offer you safe passage off of this farm into the wilderness.
    Quote Originally Posted by The Giant
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  12. - Top - End - #282
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    Their diggings interfere with my territory, and I do not want to leave. They claim to own the surface, and they can have it. I live beneath it. Sometimes my children explore, which I cannot help, nor do I try to prevent. As for the mushrooms you seek, I seek them as well. We used to have plenty but then a foul abomination entered our domain and sickens all of us trying to get to them. I dare not take it on myself, for it it were to kill me what would happen to my children. If you kill it alone you may have access to the mushrooms forever, if I help you then you may take as many as you wish to carry, but must trade for them in the future.

  13. - Top - End - #283
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    I propose an alternate arrangement. I help you rid yourself of this abomination if you agree to burrow out of this cave and seal the entrance to the cellar so that your children will never stray in harm's way again. I will take what mushrooms I need, and I will leave you forever.
    Last edited by madtinker; 2012-04-03 at 02:31 PM.
    Quote Originally Posted by The Giant
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  14. - Top - End - #284
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    Not going to happen. Children may wander, and some of them get hurt. I won't keep the rebellious against their will as an example to the others.

  15. - Top - End - #285
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    Well, then I will have no dealings with you, and if you or your children further hinder me in my quest, they shall die.
    Quote Originally Posted by The Giant
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  16. - Top - End - #286
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    Then destroy the thing yourself and take your mushrooms, but never come back. Continue down the tunnel, take a right at the fork and follow the stench.

  17. - Top - End - #287
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    Bow stiffly, and follow his directions.
    Quote Originally Posted by The Giant
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  18. - Top - End - #288
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    As you walk down the tunnel you can see what the voice meant by the stench. You have crossed week old battlefields that smelled better than this place. You round a corner and come to a chamber when a very slight pillar of light illuminates the roots of a tree, as well as large rocks strewn about. On the roots of the tree grow mushrooms matching the description of what you are looking for. Make a spot check.

    10 or better
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    You notice one of the rocks has a ring cemented onto it that is attached to a broken chain.


    15 or better
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    You notice runes on the floor of the tunnel about five feet from the connection to the chamber.

  19. - Top - End - #289
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    Go forward carefully, straining my eyes to take in every detail. spot - (1d20+3)[12] When I spy the broken chain, can I tell anything about how it broke or how long ago?
    Last edited by madtinker; 2012-04-04 at 09:35 AM.
    Quote Originally Posted by The Giant
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  20. - Top - End - #290
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    Most of the chain is pitted with rust, but at the fracture it shows very little oxidation. The stench gets stronger, make a fortitude save.

  21. - Top - End - #291
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    fort - (1d20+6)[19]. Hope there isn't poison gas in there.
    Quote Originally Posted by The Giant
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  22. - Top - End - #292
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    There isn't poison gas, but there is a ghast that is attacking you from behind.
    (1d20-2)[-1]
    (1d6)[2]
    You whirl around.
    His eyes glow with hatred of the living, a chain in his hands and one end attached to his neck.
    Roll initiative
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    (1d20+3)[18]

  23. - Top - End - #293
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    As you look closer you see that if the ghast were alive he would have racked himself with his first attack.

  24. - Top - End - #294
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    Initiative. (1d20-1)[2]

    On my turn, use turn undead. turn - (1d20-1)[8]

    Edit: that is only good enough to turn 3 HD of undead. I only get one more turn undead attempt.
    Last edited by madtinker; 2012-04-04 at 06:06 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  25. - Top - End - #295
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    The ghast emits some sound, you can't tell if it is laughter or horror and attacks again.
    (1d20-2)[17]
    (1d6+2)[4]

  26. - Top - End - #296
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    try turning him again. (1d20-1)[14].
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  27. - Top - End - #297
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    Turning damage (HD of creatures I can turn) (2d6+3)[11]. If I understand the rules correctly he now has to flee. In the cave, he cannot flee, so he must cower.
    Last edited by madtinker; 2012-04-05 at 09:36 AM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  28. - Top - End - #298
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    Correct, but if you get within 10 feet of him he no longer cowers and acts normally.
    I am not sure if you just turned the ghast, or did actual damage to it.
    Anyway, it cowers.

  29. - Top - End - #299
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    Throw the dagger! (1d20+5)[15], (1d4+7)[11], and when it returns, throw again. And keep throwing until the ghast is destroyed.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  30. - Top - End - #300
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    You miss. I am going to roll the next 9 rounds for you to make it simple.
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    (1d20+5)[9]
    (1d4+7)[11]
    (1d20+5)[17]
    (1d4+7)[8]
    (1d20+5)[23]
    (1d4+7)[10]
    (1d20+5)[23]
    (1d4+7)[11]
    (1d20+5)[19]
    (1d4+7)[11]
    (1d20+5)[12]
    (1d4+7)[10]
    (1d20+5)[23]
    (1d4+7)[8]
    (1d20+5)[21]
    (1d4+7)[8]
    (1d20+5)[23]
    (1d4+7)[11]

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