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Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Lester finds an additional door in the room, and also discovers that one of the doors is trapped.
Spoiler
Entered through:
Door (south, 5 from west): iron, free
Other doors
Door (north, 2 from west): (concealed) wooden, strong, free
Door (south, 1 from west): iron, locked, trapped [trap: lightning blast (CR3) (Find/Disable DC 21)]
Meanwhile, Fln'Brax's eyeball minion in Room 8 detects adventurers (or other creatures) arriving on the Garden Level in two rounds. They will either arrive from the south edge of the Grove in Room 8, or from the hallway south of Room 8 and North of Room 5.
Its speed and central location allow it to fly in a circle around the clearing and alert everyone this round.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
I assume that the actions in garden level and the ones in the Cavern are not connected, as it was a different day and all... (if I am wrong, just tell me)
Garden
Initiative: (1d20+5)[24] (28 thanks to Bob)
Bob (Eyeball) stays in room 5 with the 'enemy sensor' turned on.
If he senses nothing Lester runs to the center of dungeon.
(If he can run [x4 movement] then after 2 rounds before combat, he is 2 squares south from the intersection south from room 8)
Cavern: [Spoilered for after combat]
Spoiler
Lester can disable this trap with "take 10" try (he has +15 bonus).
Can he take parts of the trap after disarming to either repair it and use it somewhere else, or just feed it to the Lichen to get gp limit for crafting?
He checks the treasure.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
― Steven Brust
“Plan. Yes. Good idea. I should come up with a plan.”
― Steven Brust, Dzur
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Arkan, hearing the call to arms, grabs his bow and arrows and rushes over to [either Room 3 (hides in a tree in NE corner) or near the secret door outside room 6 (hiding behind the corner), wherever he's directed]. His minions hide in Cavern 7.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Spoiler
Arkan:
The information from Fln'Brax's eyeball minion indicates that hiding outside the secret door to Room 6 would be closer to where the arriving adventurers are detected, but in the event that they are entering the Grove in Room 8 instead of the hallway, the area in Room 3 would have a shorter path to the adventurers.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Spoiler
It doesn't have any information beyond that, at least until they enter in two rounds and it gets a chance to spot them. Also, the eyeball only sends telepathic messages, someone has to have telepathy, or be within speaking range to respond.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Glen hunkers down in room 8 protecting the lichen that is there. Should the eyeball's or any alarm's go off in another part of the dungeon, then he will rush to that area.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Hearing the alarm, Scruffy pauses its investigation of the grove and proceeds through the tunnel leading out from door 6. It then proceeds to the intersection to the east of room 6.
There, it turns transparent and attempts to hide.
Spoiler
Initiative: (1d20+1)[19]
Hide: (1d20+15)[33]
If any of the adventurers don't notice me, if they walk into me then they must attempt a DC 17 reflex save or be engulfed.
__________________
Current avatar by araveugnitsuga
Previous Avatars:
Spoiler
Excellent avatar done by Zefir
Sigmar grant me the
bourbon to accept the things I cannot change, the bullets to change the
things I can, and a big-titted sidekick who knows the
difference.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Fln'Brax, after being alerted, quickly goes ethereal and floats to room 8 in a straight line. He floats within the wall. He then leaves out an eyestalk so he is able to see within room, he however hides it. He leaves another eyestalk out so he can keep an eye out on the hallway, also hiding it. He will readjust his position as soon as his minion provides further intel.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Spoiler
Player Characters and Minions in Room 8 should roll spots/hides if they haven't already to determine who is aware and if there's a surprise round. I'll also post a map in the morning.
Both Glen and Fln'Brax see some of the adventurers appear; a human woman with silver hair, wearing a breastplate and carrying a shield and a horn but no weapon; and a medium sized creature made of fire. Glen misses it, but Fln'Brax also sees a dark red haired hobgoblin woman, an archer, take aim from behind the trees loosing an arrow at Glen. She tries to hide after sniping, but fails to do so and reveals her position to Glen.
Fln'Brax sees a look of recognition on the face of the Archer. Even if she is unable to tell quite what Glen is, she has discerned at least some information.
After 'sniping' the Archer calls out to the Shieldbearer in Draconic:
Spoiler
"Turn it!"
Rolls/Attacks:
Spoiler
Archer: Attacks Glen (1d20+14)[15] Touch; against Flatfooted AC
Damage: (1d8+5)[8] + (5d6)[17] Piercing. (not sneak attack)
Initiative Order: (Surprise round, standard actions etc only)
Spoiler
Archer (turn)
Glen (next)
Fln'Brax
... Shieldbearer is not aware.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Glen positions himself between the elemental and the armoured human, letting his rotting aura do the work.
Spoiler
double move action to that location. Both of them must make a reflex save DC: 17 or take (d6)[5] damage on their turn. If they take damage they must make a will save DC: 17 or become sickened for 1 round. Also Glen heals 1 hit point if they fail their reflex save.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Fln'Brax takes a 5' step toward the archer, revealing his position, but also putting the archer within range of his rays. Three of his eyes glow and rays shoot out at the archer.
Spoiler
Range touch attacks
Gaze of Slumber: (1d20+4)[22] DC 18 Will or sleep
Gaze of Pain : (1d20+4)[21] DC 18 Will or (2d8+5)[13] damage
Gaze of Encumbrance : (1d20+4)[10] DC 18 Will or slowed.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
The Archer reels back in pain from Fln'Brax's ray, then drops in a peaceful slumber.
Spoiler
Went back to read the description, its identical to the spell, and the Archer has more than 4HD, so is not affected.
The Dualwielder:
Another figure appears from her hiding place within the trees. This one is an elf, wearing a linen shirt and pants instead of armor, and wielding a rapier and shortsword. A shimmering aura of protection envelopes this 'Dualwielder.' The elf steps towards Glen, and with a single swift assault; thrusts both her weapons at him.
Her attacks would be more effective if Glen was a living creature.
(If necessary, Reflex and Will Saves for Glen's Aura)
Ref: (1d20+10)[11]
Will:(1d20+3)[21]
The Firebearer:
A voice from within the trees gives an order in Ignan to the fire elemental, which responds with an attack towards Glen.
Spoiler
Attack (Slam, Glen) (1d6+1)[5](Nonmagic, Bludgeoning) + (1d6)[3]Fire
DC 14 Reflex to avoid catching fire, if hit.
Spoiler
Burn (Ex) A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
From the same source that commanded the elemental, an offensive spell like ability targets Fln'Brax.
Spoiler
(Fort save DC 13 vs. Blindness) I didn't see SR on your sheet, but just in case; CL check: (1d20+5)[24]
The voice calls out, in common, "A sentry! To the northwest!"
No one spotted this opponent before, and she hasn't moved, but the sound of the voice came from near the Archer.
The Shieldbearer didn't spot Glen or Fln'Brax quickly enough to act this round, and is still flat footed.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
The Archer
With a word, the Archer swiftly casts a spell on herself, quickening her movements.
She then continues her assault on Glen. She recoils from her first attack, seemingly hurt, but each attack that lands, she appears to recover strength.
Glen's turn, then Lester (still out of room) then Fln'Brax.
Also, note that I made an edit to the language that the Archer was speaking to the Shieldbearer in, as what I originally wrote didn't make sense. (The change doesn't affect anything though- Fln'Brax would be able to make out what she said, but not Glen, which is the same as before.)
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Glen:
Spoiler
Forgot to roll wills saves for the elemental and shieldbearer.
3 enemies have failed their reflex save against the rot this round, healing you for 3 damage.
Re: No Adventurers Allowed: Team Basilisk Spleen (IC)
Spoiler
Oh... in that case (if you allow straight line, but not really walking on squares) it would be left door of room 3.
If not... about 4 squares from this door.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
― Steven Brust
“Plan. Yes. Good idea. I should come up with a plan.”
― Steven Brust, Dzur