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Thread: The Complex of Doom (IC)
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2016-07-03, 06:57 PM (ISO 8601)
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The Complex of Doom (IC)
Spoiler: The Big 16
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D 3.5 edition
2. What 'type' or variant of game will it be? What is the setting for the game?
Standard 3.5, setting is listed above. Assume standard Greyhawk/Faerun pantheon, if it's relevant, with some exceptions (no Underdark means no Lolth, etc.).
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4 or 5, possibly 6 since PBP often loses a player or two early on.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
Here on the OOTS boards.
5. What is the characters' starting status (i.e. experience level)?
10,000 XP, bottom of 4th level. I may award XP as we go, or I may take a "everyone levels up now" approach. If people stick around and I can keep this going, we could run all the way to near epic.
6. How much gold or other starting funds will the characters begin with?
6500gp, no more than 4000gp on a particular item.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No wizard, psion, cleric, artificer, druid, or archivist. I prefer spontaneous casters (or whole-list casters) over prepared, to reduce bookkeeping and help me keep track of what everyone can generally do. Spirit Shaman, Shugenja, Favored Soul, Healer, Warmage, Beguiler, Dread Necromancer, Ardent, Wilder, Sorcerer, etc., are fair game.
No Tome of Magic classes, no Incarnum, no Anima Mage, no factotum.
No undead PCs.
No homebrew.
No polymorph/shapechange/etc.
No Leadership. Thrallherds have a negative psychic resonance with crystals in the complex that cause their heads to explode with no hope of resurrection.
Minionmancy is extra work. Extra work is not good. If you're going to play a minion-mancer character, keep it to one or two powerful ones instead of a horde of 1HD skeletons.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
PHB races, and most LA+0/LA+1 races. Drow, kobolds, goblinoids, and dragon-related species are not available. The draconic races were all smart enough to leave the continent millenia ago.
9. By what method should Players generate their attributes/ability scores and Hit Points?
4d6b3, rolled 7 times, pick the best 6. If you don't like the roll results, 32-point buy.
Max hit points.
10. Does your game use alignment? What are your restrictions, if so?
No chaotic stupid. Alignment-related spells may be used at some point, and may affect diplomatic options. Calling yourself Lawful Good and acting Neutral Evil may result in Bad Luck.
11. Do you allow multi-classing, or have any particular rules in regards to it?
No multi-classing penalties. Some PRCs (such as Primeval from Frostburn) can have more reasonable entry requirements if needed.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
We will use group initiative; party goes, opponents go, repeat. I'll look at init score averages on both sides when determining who goes first, so don't dump initiative totally. Remember, you're flat-footed until you've taken your first turn in combat!
I will make passive rolls, and will probably take 10 for a lot of them unless there's reason to actively search. I plan to roll knowledge, spellcraft, and martial lore skills for identifying enemies to speed things up. It's not worth a 24-hour wait for everyone to roll K:Arcana to find out that a golem is a golem.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Improved Initiative gives a +10 since we're doing group init
All classes get +4 skill points per level. I'll try to challenge almost every skill at some point.
Martial Study is a Fighter bonus feat
Unarmed swordsage replaces monk
Dual-stat casters (Favored Soul, Paladin, Spirit Shaman) get the appropriate stat-consolidation feat for free.
Feats at levels 1, 3, 5, 7, 9, 11, etc.
Everyone has Weapon Finesse for free.
Combat Expertise & Mobility are no longer prerequisites for anything. Dodge applies a flat +1 AC that's always on unless you're flat-footed. Other feat taxes may be removed on request.
No crafting. If you have specific items you will want, put a wish-list on your sheet where I can see it. Loot will be semi-random and will be mostly geared towards adventurers.Leftovers from the bodies of other fools who tried this.
I won't be tracking food and water very tightly, but if the entire group walks into the dungeon with no food and no water, I'll start paying attention to it.
Rolling a 30 on your Diplomacy check isn't going to make a bunch of paranoid hobgoblins decide that you should have a guided tour of their camp. I haven't decided exactly how to run the Diplomacy skill yet.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
A three paragraph length background, plus three types of people (species, cultures, beliefs, or occupations) your character likes, and three he or she strongly dislikes.
Example: Likes orcs, farmers, and nature-oriented faiths; dislikes catfolk, merchants, and excessively stringent legal systems.
Please put this on your character sheet.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Largely hack & slash, exploration with some environmental hazards and probably traps, and some diplomacy/rp.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
See allowed class/race list above
3.5 content is generally allowed, plus non-updated 3.0 (BOED/BOVD).
No templates or weird silliness.
No Dragon magazine.
Hexblade fix is allowed.
Setting Information
Spoiler: Overview
Underneath the continent of Hybora lies a great complex full of arcane and eldritch machinery. A number of great adamantine and mithril spikes, covered in runes, project upwards from it, through the skin of the world, and high into the sky, almost as high as the tallest mountains.
The origin of the great device is lost, along with much of the older histories. What is known is that it is constantly drawing power from the earth itself, and that when it reaches full charge, the spikes light with a terrible glow; indescribable colors coruscate up and down them for 5 minutes, and then death comes; random destruction covers anywhere from a tenth to a quarter of the continent, and the ocean around it besides. Sometimes death comes in fire from the sky; sometimes in the form of reversed gravity. Plagues, darkness, armies of strange twisted creatures, instant conversion to undeath, and other forms of doom have been observed. There seems to be no rhyme or reason to the method, only that it always comes, and never in the same way twice in a row.
Circles of runes randomly appear in the air around the continent, forming doorways to the Complex; always one at a time, never more than two, and not in the same place for more than a week. It is those circles that have preserved life. Through them, daring adventurers have entered and explored. Tales come back of strange environments, dusty rooms, and lines of strange pulsing crystals that can be smashed to release some of the power stored in the machine. If enough people succeed, the machine can be kept at low charge. Over the last few centuries, it has only reached full charge twice.
Hyboria's soil, despite all this, is fertile, and rich in metals and minerals; it's a good place to live, as long as enough adventurers do their part to preserve the peace. As a result of the constant low-level drain on risk-takers and ambitious fighters, it's also a peaceful place. The hotheads already have something better to do than attack the species next door.
It is said that more species once lived on Hyboria; that some have chosen to migrate entirely within the complex, reasoning that destruction occurs only outside, and never inside.
Spoiler: The Previous Activation
The last activation was 161 years ago. It covered 13% of the continent with great clouds that descended in the middle of the night. The clouds possessed the following effects:
-Consistent dispelling field as CL10 against all magic within the clouds
-Cloudkill (Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage)
-Blight (kills plants/plant creatures)
-Fog cloud (obscured vision)
-Still air (no wind)
The clouds remained for 8 hours and then combusted, dealing 4 fire damage to everything within and starting numerous fires (most of which were put out shortly due to lack of fuel).
Spoiler: Why Does Anyone Live Here?
Luckily there are many brave, heroic, profit-seeking, and/or "this or jail" adventurers willing to jump in any portals that pop up nearby in hopes of smashing crystals, delaying destruction, and acquiring magical items, power, respect, etc. Enough people have been doing it that the chance of a regular activation is quite rare.
The way things are going now, there's only a 1 in 2 or 3 chance of it going off during a human lifespan, and a 10-20% chance of dying if that happens... total risk is thus 3% to 10% of sudden(?) death, in exchange for the most fertile soil, productive mines, and lowest risk of death-by-warfare on the planet. It's a pretty good deal for races with shorter lifespans.
Hybora is the largest continent on the planet, representing over 60% of the temperate/tropical landmass available for life. Dwarves and some other races live underground, but there is no Underdark or equivalent - aside from the Complex, of course.
Last edited by J-H; 2016-07-21 at 05:16 PM.
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2016-07-03, 06:58 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Generally known information about the Complex
Although old records have mostly been lost to random destruction, plus the usual ravages of time, enough groups make it in and out that many basic functions are known.
Portals & Teleportation
Long-range teleportation spells do not function reliably inside or to/from the Complex. The probability of splinching is high in any case, but seems especially high deeper in the complex, and in the less-natural caverns.
Entry portals to the complex appear randomly, and do not stay active for long periods of time. Exit portals link to the same rune circles as entry portals, but seem to be 5-15% as frequent.
An active entry portal is blue, an active exit portal is red. Inactive portals do not glow, although the runes are still visible.
Yellow stepping pads are spread infrequently throughout the complex in two-way pairs. They are 10x10 and can accommodate 1 teleport every 30 seconds. For them to activate, something must be resting on the pad, and nothing must be crossing the boundary of the teleport pad at either end (making it possible to hold or block a pad relatively easily).
Equipment Upgrades
A few groups have reported finding what are dubbed "Runeforges." Resembling an altar or large box with a tray on top, they are surrounded by faintly-glowing runes. Magical items and/or gold can be transmuted to create newer or more powerful magical items. There is some energy loss in the process - magical items render out at 50% of their Standard Arcane Construction Valuation. Almost any type of magical item can be created, given sufficient inputs. It is believed that there is a psionic component to the runeforges, as even barbarians have been able to create sophisticated items with little difficulty. However, special materials such as adamantine or mithril, must be provided by the user.
There is some speculation that the 'energy loss' in the Runeforge process may be deliberate.
Runeforges are a powerful tool for anyone who can gain access to or control one.
Ecology
Sages have attempted to map the functions of life on the surface, and talk about things like "deenay" and "heritable traits." All adventurers, however, know that magic does many things, and that what neatly fills a scroll in a study often differs from the physical reality.
Light
Some areas are lit by vaguely luminescent fungus. Some areas are lit by magical torches or light-balls. A few areas have walls that simply glow, or reflect the tiniest amount of light like a mirror. Some areas are unlit.
Water
Throughout the complex, water flows in and out from underground rivers and streams. Slow drips of water can also be found from aquifers and other sources, as would be found in a natural terrestrial caverns. No poisonous waters have yet been found. It is not known whether some natural mechanism keeps the water safe to drink, or whether a magical effect is in place.
Many of the water sources are small, and obviously unsafe for any but the tiniest of creatures to swim through.
Food
Several varieties of edible mushroom growing from organic matter as well as from certain veins of mineral and pulverized rocks. At least two mildly toxic varieties have been identified. The mushroom species are well-known enough that a Survival or K: Dungeoneering check against DC 15 is sufficient to gather food safely (Take 10 is available unless rushed).
Some groups have reported seeing groups with chickens as a source of eggs.
There are several small mammal and lizard species, filling the basic ecological functions of rabbits and squirrels.
Some areas of standing or barely-flowing water have species of fish and eels in them. Not all are benign.
There are also a number of large caverns with large artificial lights at the top. These lights seem to function with a modulated, permanent Daylight effect, and are sufficient to grow crops or even trees.Last edited by J-H; 2016-07-03 at 09:23 PM.
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2016-07-03, 06:59 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Passive Checks
To speed things up, I will make normal passive rolls, and will let players know the results if there's anything to know. I'll Take 10 on quite a few of these to speed things up.
- Listen/Spot/Sense Motive
- Passive Search (taking 10)
- Spellcraft & Martial Lore to identify enemy spells and maneuvers.
- Saves
- SR & miss chances that players aren't aware of (this is better than the delay caused by saying "please also roll a X check.")
- Knowledge skills: Unless players prefer otherwise, I'll publicly post results of knowledge checks, on the assumption that if Bob the Mage spots a Rust Monster, he's going to say "That's a Rust Monster!" instead of keeping quiet and letting the Fighter think it's a Giant Beetle.
Last edited by J-H; 2016-07-03 at 07:56 PM.
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2016-07-03, 07:00 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Reserved for future use.
Last edited by J-H; 2016-07-03 at 07:56 PM.
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Campaign Logs:
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2016-07-09, 08:03 AM (ISO 8601)
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Re: The Complex of Doom (IC)
Entry
At last, it happened! A portal to the Complex opened near you. A farmer’s child came panting into the tavern to announce its presence.
Together with a group of others who have been hoping to enter, you rush to the portal, knowing that it could close at any second or any minute. The circle of light-blue runes glows faintly in the air, visible in the late afternoon shadows. Without hesitation, you each step through.
.
.
There is a sense of blurring, and disorientation, as though your stomach was trying to leave your body through your feet and your skull simultaneously. With a flare of light, you all appear in a large square room made of some type of well-dressed stone – obviously artificial, in the bright light temporarily provided by the portal runes.
To the west, you see a ~5’ metal grate set a foot above the floor. It may be removable, as someone scrawled No Centaurs Allowed next to it at some point in large letters.
To the southeast, you see a deep, long gouge or scrape in the stone floor extending into some type of hallway, with a broken sword and discarded torch lying next to the close end of it.
To the east is a large doorway, going 15’ up to the ceiling and about as wide, blocked by what appear to be a number of layers of very thick curtains.
The glow of the gate runes fades out, and a mechanical whine draws your attention to the northeast corner of the room. You see 3 metal creatures facing the party.
Two of them are wielding giant hammers; the other has a tubular head and a pair of large, spiked arms.
Jatsu recognizes them as basic guard constructs, strong, mindless, and tough. Compared to undead, they have some reliability problems.
=>Party
Spoiler: Map
The party won initiative (barely). Actions will be resolved in the order posted; once the party has gone, it will be the constructs’ turn.
Hc=Hammer Construct
Sc =Spiked arm Construct
Typo - Torlak is at AQ48.
Last edited by J-H; 2016-07-09 at 10:59 AM.
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2016-07-09, 09:30 AM (ISO 8601)
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Re: The Complex of Doom (IC)
As the world comes crashing back to some sembleance of reality, Khurdurm lurches a bit as he steadies himself, spitting out of bile on the floor.
"Well, ladies and gents, it would seem we've arrived. Hope you can handle yourselves." the dwarf says as he hears the whirr of gears.
"Looks like we are up." Unfurling his chain, it drags on the floor behind him, sending sparks, as he moves to a more tactical position.
Spoiler
Khurdurm
AC = 15 ; Current = 15
HP = 44 ; Current = 44
Free action
Speak
Full Action
Move to AP-40
Effects ~
Tyche's Touch (24 hours less time spent) = The subject gains a +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus on the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth.
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2016-07-09, 11:37 AM (ISO 8601)
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- Sep 2012
Re: The Complex of Doom (IC)
Torlak
"Bah. Haven't felt that nauseous since I ate those glowing mushrooms..." Torlak grumbles, as he steadies himself. He then moves towards the constructs, and prepares for battle, small flames dancing from his mouth..
Spoiler: OoCTorlak moves to AR 42, and readies an action to breathe fire if the constructs move towards them, target being the spiked arm bot. (line mode, SC is already in range.)
3d6 fire damage, DC 17 reflex for half.Last edited by alanek2002; 2016-07-09 at 01:45 PM.
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2016-07-09, 05:27 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Ganis
"What an odd sensation. " Ganis complains as he nearly loses his lunch. He takes a deep breath to steady himself.
"Fire sounds like a great idea Torlak." Ganis says. He takes a few steps off the pad and creates a small burst of fire to catch one of the 'things'. It was nowhere near as impressive as Torlak's fire breath but it would have to do for now.
Spoiler
HP: 27
AC: 12
Effects:
None
Move action:
Move 10 ft to AU45
Standard action:
Summon a 'fiery burst' to hit the HC at AX41
Damage : (2d6)[7] DC 16 reflex save
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2016-07-09, 11:14 PM (ISO 8601)
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- Mar 2015
Re: The Complex of Doom (IC)
Bartaby
"I thought rummaging through ones entrails was a sickening task, having them rearranged is much more sickening, whomever created those portals is one sadistic individual."
"Those constructs must be our welcoming committee, we should show them a good view of ourselves."
With that said, Bartaby will loose an arrow at the spiked construct.
Spoiler: Rolls
Hit:(1d20+4)[13]
Damage:(1d8)[5]
Critical Confirmation (Hit 20):(1d20+4)[22]
Critical Damage:(2d8)[13]
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2016-07-10, 03:12 AM (ISO 8601)
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Re: The Complex of Doom (IC)
"Moradin's beard! What a ride..." Tharia closes the visor of her helmet and moves in a similar pattern as the others, readying her battle axe, and drawing a throwing knife.
Spoiler
AC 20/HP 52
Move to AT44 while drawing weapons, then ready to attack when target in reach.
If one of the constructs come into melee reach, drop the dart, and attack with 2-hand-battle axe: Att: [roll0], Dmg: [roll1].
If none of the constructs comes into her direction, throw the dart: Att: [roll2], Dmg: [roll3].
If it's not okay to make those two triggers, please just disregard all the things in this post regarding the dart. Thanks!
Edit: I accidentally hit preview although there were dice rolls... I'm sorry, for the double post which comes now.
Last edited by Blinkbear; 2016-07-10 at 03:13 AM.
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2016-07-10, 03:15 AM (ISO 8601)
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Re: The Complex of Doom (IC)
Spoiler: Rolls for ThariaBattle Axe: Att (1d20+7)[14] Dmg (1d10+4)[6] (magical)
Dart: Att (1d20+5)[16] Dmg (1d4+2)[6]
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2016-07-10, 09:36 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Round 1 Results
As the group spreads out, a couple of the members launch attacks at the constructs. Bartaby’s arrow bounces off of the spiked-armed construct’s armor plating, while a small burst of flame erupts around the southern hammer construct.
Not knowing what else to do, Ferris sprints out of the circle and attempts to evade notice along the north wall.
Torlak breathes fire at the spiked construct as it takes a pair of short steps, but some of the flame goes over its shoulder.
Spoiler
NPCing Ferris for this round to keep things moving. No ranged weapon, so I assumed a rogue would try to flank and play it safe. Rolled dice for direction and got north wall.
HC south: Firey burst Reflex save (1d20+1)[10] vs DC 16 for 7 damage, or 3 if saved.
Torlak's fire breath (3d6)[8] fire damage, Reflex (1d20+1)[18] vs DC 17 for half. saved, took 4 damage
It pivots, so that the open end of its tubular head is facing towards the runic circle and the group. A piercing shriek resounds through the room, with the high pitched noise assaulting everyone’s ears. Those closest to the construct cringe and try to fight through it as the noise seems to echo in their skulls.
Spoiler
30’ cone. (1d8)[7] sonic damage, no save, for the following party members. Fort save DC 13 or stunned for 1 round.
Khurdurm fort save (1d20+11)[23] includes +4 from Tyche’s Touch pass
Torlak fort save (1d20+4)[6] FAIL-Stunned for round 2
Tharia fort save (1d20+10)[27] pass
Ganis fort save (1d20+3)[16] pass
The southern construct steps forward, its steps ringing off the stone as it brings its hammer down on the closest target - Tharia. She meets it with her axe held high, but her blade fails to bite, bouncing off of its armored skin as its hammer cracks the stone beside her foot.
Spoiler
Tharia's attack (to-hit of 14) missed.
Attack (1d20+10)[11] miss
Damage (2d8+10)[17]
Crits (1d20)[6](2d8)[3]
The northern hammer construct twitches and sways in place, failing to move.
=>Party
Spoiler: Map at end of Round 1
Damage inflicted:
HC north: 0
SC: 4 (fire breath)
HC South: 7 (firey burst)
Last edited by J-H; 2016-07-10 at 09:39 PM.
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2016-07-10, 10:51 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Ganis winced as the sound split his head in half. "arrrgh, first my stomach now my head. I hate this place!" he bitterly complained. He moves to the opposite side of the construct from Tharia and begins making probing thrusts to harry the thing and keep it off balance. He was trying his best though to not look too threatening and attract its full attention.
Spoiler
Ganis takes a 5 foot step to AV44 - setting up a FLANK for Tharia's next attack.
This also puts him in range to use fiery burst on both the HC and SC at the north end of the room at AU38 and AV39 respectively.
Damage : (2d6)[6] DC 16 reflex save
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2016-07-10, 11:48 PM (ISO 8601)
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- Sep 2012
Re: The Complex of Doom (IC)
Torlak
Torlak Staggers as the noise reverberates inside his armor.
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2016-07-11, 08:06 AM (ISO 8601)
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- Jun 2011
Re: The Complex of Doom (IC)
Ferris
"Well, good luck with getting through that!" Ferris makes a break at full run to AU 43 to attack the currently engaged mechanism.
Spoiler: Charge!Charge attack (1d20+12)[17]
damage (1d6+2)[4]www.eldeberon.com
Mail Code V2.0 T6.2 R5.6 Eo.p Fbyz MFe.s W$ C$ G0.3-1.6 I1.6-7.9 N19.16 Pc Dacdejtw Xg.2 S01
Yuri
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2016-07-11, 08:27 AM (ISO 8601)
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Re: The Complex of Doom (IC)
Tharia's reaction is just a growl from under her armor. Carefully, she waits until the machine shows some confusion between its flanking threats and tries to land a blow with her battle axe again.
Spoiler: Rolls
The fluff just means that she tries to take advantage of the flanking. I did not add the possible +2 for flanking yet.
Power Attack 1, Att: (1d20+6)[12]
Damage (+2 because power attack 1 and two-handed): (1d10+6)[12]
Current AC: 20
Current HP: 45/52
The only way of properly dealing with me:
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2016-07-11, 11:30 AM (ISO 8601)
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Re: The Complex of Doom (IC)
Khurdurm tries to shake off the effect of the blast with some success.
"You're going to be naught but some gears an' springs when I'm done with you, gnome-toy." as he rushes forward.
Spoiler
Khurdurm
AC = 15 ; Current = 13
HP = 44 ; Current = 37
Free action
Speak
Full Action
Charge to AT-40 and attack SC
(1d20+9)[25]
Damage
(2d4+5)[8]
Crit 20/x2
(1d20+9)[22]
(2d4+5)[7]
If successful and does 10+ damage, free trip attack with Knockdown
Touch attack
(1d20+9)[12]
If successful, opposed strength check
(1d20+6)[9]
If extra successful, Improved Trip attack (Includes +4 for prone)
(1d20+13)[17]
Damage
(2d4+5)[11]
Crit 20/x2
(1d20+13)[20]
(2d4+5)[10]
Effects ~
Charge = +2 to hit and -2 to AC.
Tyche's Touch (24 hours less time spent) = The subject gainsa +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus on the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth.
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2016-07-11, 09:47 PM (ISO 8601)
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Re: The Complex of Doom (IC)
Round 2 Part 1
A small burst of flame erupts around the two northern constructs.
Spoiler
6 damage, Reflex save DC 16 for half
HC reflex (1d20+1)[7] fail, 6 damage
SC reflex (1d20+1)[17] pass, 3 damage
Ganis and Ferris both move to threaten the southern Hammer construct as Tharia swings her axe at it, but axe and sword both fail to bite.
Khurdurm charges and swings his spiked chain, smashing armor on the spiked construct’s torso as he attempts to overbalance it and cause it to fall, but it stays on its feet.
Spoiler
Hit! Damage inflicted: 8 – not enough to trigger Knockdown.
Not knowing what else to do, Bartaby sends another arrow flying through the air at the Spiked Construct. It punches through the cracked and melted armor. The construct abruptly stops moving and falls to the ground as its joints go limp.
Spoiler
Over 24 hours (barely) with no post; I don’t see anything on his spell list that is suitable.
Attack (1d20+4)[21] hit!
Damage (1d8)[8]
Total damage inflicted thus far:
HC (N) 0+6 = 6
SC 4+3+8+8 = 23 Killed
HC (S) 7+0 = 7
Also, DM rolls (3d20)[11][2][11](24)
Last edited by J-H; 2016-07-11 at 09:49 PM.
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Campaign Logs:
Baldur's Gate 2 (ongoing)
Castle Dracula (Castlevania)
Against the Idol of the Sun (high level hexcrawl)
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2016-07-11, 09:56 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: The Complex of Doom (IC)
Round 2 Part 2
The northern construct jolts into action, stepping forward and swinging its hammer at Khurdrum as he in turn tries to foil it with his chain. The spiked chain doesn't even connect, while the oversized hammer that is the construct's right arm smashes into Khurdrum.
Spoiler
AOO provoked by moving through threatened area.
Attack (1d20+7)[8] No +2 from charging, but still has -2 AC
Damage (2d4+5)[12]
If over 10 damage, trip touch attack (1d20+9)[24] and opposed strength checks (1d20+6)[25]
Construct opposed strength check (1d20+7)[16]
If Khurdrum wins, attack (1d20+11)[28] including +4 for prone and damage (2d4+5)[7]
Hammer Construct attack.
Attack (1d20+10)[16] vs AC 13 HIT
Damage (2d8+10)[19]
The southern construct swings its hammer again at Tharia, but hits only air and stone.
Spoiler
Attack (1d20+10)[14] Miss
Damage (2d8+10)[15]
=> Party
Spoiler: map & status
Total damage inflicted on enemies thus far:
HC1 = 6
HC2 = 7
Last edited by J-H; 2016-07-11 at 10:05 PM.
Things published on DM's Guild
Campaign Logs:
Baldur's Gate 2 (ongoing)
Castle Dracula (Castlevania)
Against the Idol of the Sun (high level hexcrawl)
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2016-07-11, 10:43 PM (ISO 8601)
- Join Date
- Jun 2010
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Re: The Complex of Doom (IC)
Ganis watched in dismay as Khurdurm took a mighty blow. "ow" he whispered to himself. He takes a step back and summons a bolt of pure fire and launches it at the northern construct-thing.
Spoiler
5 ft step to AW44 (if possible he'll try delaying a bit to let Tharia get another rounding of flanking - but no big deal if he can't)
Standard Action : Cast Scorching ray on the northern construct
Ranged Touch Attack : (1d20+4)[21] vs Touch AC
Damage : (4d6)[17] (fire damage)
Saving throw : None
SR : YES
Last edited by Ragnarok'n'Roll; 2016-07-11 at 10:44 PM.
-
2016-07-11, 11:49 PM (ISO 8601)
- Join Date
- Sep 2012
Re: The Complex of Doom (IC)
Torlak
Torlak Shrugs off the stunning noise, and breathes a stream of fire at the Northern construct. "My armor is still ringing from that blasted noise!" He grumbles after.
Spoiler(3d6)[13] Fire damage, DC 17 reflex for half.
Torlak doesn't move, and fires at AU 39, with the 30 ft line.Last edited by alanek2002; 2016-07-11 at 11:50 PM.
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2016-07-11, 11:59 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: The Complex of Doom (IC)
The northern hammer construct sinks to the ground, with molten metal leaking through a couple of joints.
Spoilerscorching ray + fire breath did it inLast edited by J-H; 2016-07-12 at 12:00 AM.
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Campaign Logs:
Baldur's Gate 2 (ongoing)
Castle Dracula (Castlevania)
Against the Idol of the Sun (high level hexcrawl)
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2016-07-12, 02:21 AM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Berlin
- Gender
Re: The Complex of Doom (IC)
Tharia bites her lip to dissipate the upcoming frustration, and tries again to hack the hammer construct into pieces with her axe. At least the thing seemed as (in)capable as hitting her enemy as she did.
Spoiler: Rolls
I did not add flanking yet.
Att War Axe (power attack 1): (1d20+6)[19]
Dmg: (1d10+6)[10]
(Edit: Previous wording suggested that she would try to hack her lip into pieces)Last edited by Blinkbear; 2016-07-12 at 02:22 AM.
The only way of properly dealing with me:
Thanks Ceika for this great avatar!
-
2016-07-12, 08:34 AM (ISO 8601)
- Join Date
- Mar 2015
Re: The Complex of Doom (IC)
Bartaby
Seeing the two northern constructs go down, Bartaby will move out of the teleportation runes, keeping his bow at the ready, he'll only loose if the construct moves away from his comrades.
Spoiler: OoC
Move to AT 48
Readied action to attack should the construct move away from the group.
Curses for forgetting precise shot.
-
2016-07-12, 08:58 AM (ISO 8601)
- Join Date
- Jun 2011
Re: The Complex of Doom (IC)
Ferris, undeterred by his ineffective attack, swings again at the machination.
Spoiler: undefinedSpoiler: Attack
Hide
Attack(1d20+12)[31]
Damage(1d6+2)[7]
ooc:sorry bout posting in the wrong place.www.eldeberon.com
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Yuri
-
2016-07-12, 11:40 AM (ISO 8601)
- Join Date
- Dec 2010
- Gender
Re: The Complex of Doom (IC)
SpoilerIf I'm reading it right, the one that Khurdurm was fighting is down. If so...
"Ow indeed!" is all the dwarf gets out as the creature crumbles before him. "MY thanks" he says to his new allies as he rushes forward, heedless to his wounds, as he tries to help take down the creature.
Spoiler
Khurdurm
AC = 15 ; Current = 13
HP = 44 ; Current = 18
Free action
Speak
Full Action
Charge to AT-42 and attack HC
(1d20+9)[21]
Damage
(2d4+5)[11]
Crit 20/x2
(1d20+9)[23]
(2d4+5)[9]
If successful and does 10+ damage, free trip attack with Knockdown
Touch attack
(1d20+9)[15]
If successful, opposed strength check
(1d20+6)[12]
If extra successful, Improved Trip attack (Includes +4 for prone)
(1d20+13)[29]
Damage
(2d4+5)[9]
Crit 20/x2
(1d20+13)[25]
(2d4+5)[8]
Effects ~
Charge = +2 to hit and -2 to AC.
Tyche's Touch (24 hours less time spent) = The subject gainsa +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus on the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth.
-
2016-07-12, 01:02 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: The Complex of Doom (IC)
Round 3
Flanked and hit by weapons on several sides, the final construct falls to the ground. Gears, nuts, levers, and assorted mechanical parts spill across the floor.
=> Party
What will you do now?
To the west, you see a ~5’ metal grate set a foot above the floor. It may be removable, as someone scrawled No Centaurs Allowed next to it at some point in large letters.
To the southeast, you see a deep, long gouge or scrape in the stone floor extending into some type of hallway, with a broken sword and discarded torch lying next to the close end of it.
To the east is a large doorway, going 15’ up to the ceiling and about as wide, blocked by what appear to be a number of layers of very thick curtains.
The runes on the floor are still glowing enough to illuminate the room dimly.Last edited by J-H; 2016-07-12 at 01:21 PM.
Things published on DM's Guild
Campaign Logs:
Baldur's Gate 2 (ongoing)
Castle Dracula (Castlevania)
Against the Idol of the Sun (high level hexcrawl)
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2016-07-12, 02:16 PM (ISO 8601)
- Join Date
- Jun 2011
Re: The Complex of Doom (IC)
"Someone want to check that grate over there? I am going to take a quick peek behind the curtain." Ferris stolls over to the wal next to the drapped cloth. He pulls the fabric aside a little and peeks into the unknown.
Spoiler: Spot(1d20+8)[28]www.eldeberon.com
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Yuri
-
2016-07-12, 02:28 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: The Complex of Doom (IC)
You find that the curtains are very heavy - like tent canvas, but heavier, and many layers thick, with gaps for movement offset so that the curtains are not all open at once. It takes a full round action to work your way between the layers and gaps to the other side, and the amount of curtain movement required would make it impossible to hide the movement from an observer.
Unfortunately, the room on the other side is unlit, and the heavy curtains do not let any light through. You don’t hear anything moving or breathing, but you also can’t see anything.
The air is distinctly cooler on the other side, like a fall day when winter is soon approaching (around 50-55*F).Last edited by J-H; 2016-07-12 at 02:29 PM.
Things published on DM's Guild
Campaign Logs:
Baldur's Gate 2 (ongoing)
Castle Dracula (Castlevania)
Against the Idol of the Sun (high level hexcrawl)
-
2016-07-12, 03:13 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Berlin
- Gender
Re: The Complex of Doom (IC)
Tharia opens her visor and musters her new companions. "Anyone badly hurt?"
The only way of properly dealing with me:
Thanks Ceika for this great avatar!