Quest #8 "Bring Me The Sea Monsters Head"

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SirOwen
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#321 Post by SirOwen »

Avaala

Avaala gives Rollo a "Guard!" command. Trusting to the dog's training, he then released him and casts his Magic Missile spell at the ensnared Troll.

Magic Missile [1d4+1] = 2+1 = 3
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#322 Post by SirOwen »

Sorry!I missed the 'Hold Action' order. If I need to re-do anything, just tell me.
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#323 Post by OGRE MAGE »

The Net Actually Works?
Sunday, 28th of Reaping
Noon, Sunny, Humid, Buggy


Lightfinger crawls through the sand, leading the dumb brute right over the covered net. Just as the monster is about to catch the halfling, he hops up to his feet and bolts through the edge of the outlined trap. As soon as he has moved out of the way, the ropes are pulled up tight and yanked hard. Luther starts to get that weird itchy feeling as the hair on his furry neck and ears starts to stand up again. He growls softly under his breath.

Marge's improvements prove quite useful when the back of the net begins to rise out of the sand as it is pulled right up over the head of the tall troll. Before it can figure out why sand is flying in every direction and all of these ropes have suddenly appeared over its head, the beast finds itself completely trapped. It isn't directly in the middle of the net as hoped, but it is trapped enough for the crew to gain a huge advantage in the fight. It begins to snarl and yell, immediately tearing at the ropes with its strong claws. Despite the short advantage, everyone knows that the net will not last long with a creature this size ripping it apart.

In the midst of the sudden chaos, Chauncey, Avaala, and Saracen all begin casting their magic. The orange priest stands tall and proud, actually beaming in the hot rays of the sun as he points his spherical hunk of glass at the ensnared monster. Monocar pulls with all of his might to ensure that the net has completely enveloped the thing. After tying off the end of the tight rope to the nearest tree trunk, the fighter starts yelling for those with the acid grenades to start firing, forgetting that he himself is one of the men holding the dangerous missiles along with the ranger, Alordan.

Actions!

Luther R2 20/20
Chauncey MU2 10/10 CL, DM, RM, 2/2 first
Saracen 12/12 3/3 first
Avaala 5/5 CL, DM, RM, 1/1 first
Rollo 17/17
Monocar F2 21/21
Alordan R2 13/13
Lightfinger T2 10/10
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Storm11
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#324 Post by Storm11 »

Finishing his calling the holy champion holds aloft his lens and a burning beam of sunlight lances down from the sky onto its surface. Deftly the half-orc manipulates the ray of Light to refract towards the troll. It lances across the intervening distance and shoots the creature in its gnarly hide, bursting over its flesh in blistering waves and a flash of radiance. “Pholtus, blind and burn our enemy in your blistering blinding light! Behold Saracen’s Blistering Beam of Pholtus!” he cries aloud, laughing almost manically as the ray strikes out.

[1d6+1] = 5+1 = 6 : [1d2] = 1
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#326 Post by ravenn4544 »

Alordan seeing the godawful monster trapped in the ropes, also steps out to launch his acid grenades at their foe:

Acid Attack [1d20+3] = 15+3 = 18 (THACO=20)
Acid Attack [1d20+3] = 3+3 = 6 (THACO=20)


I'll update damage also
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#327 Post by OGRE MAGE »

The acid has lost....

"dice rattling"

....34% of its potency since it was "produced".

Any successful hit (13 or better vs. a prone creature) will now cause 2d4 damage.

That should help.
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#328 Post by ravenn4544 »

Acid damage: [2d4] = 6
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#329 Post by tkrexx »

Lightfinger puts some distance between himself and the grenades.
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#330 Post by ChubbyPixie »

Not wanting to waste his Sleep incantation early when the creature is ensnared and still being pelted by missiles that might wake it, Chauncey decides instead to first try out a new spell he learned in the newly formed Island Magic Guild’s Spell Sharing Program, Magic Missile. Snapping his fingers briskly into a quick series of three improbable geometric configurations, he points and shouts a word that is forgotten by all who hear it the moment it leaves his mouth. Exploding upwards from his immediate vicinity, shards of stone burst from the ground and then corkscrew through the air with a shrill whistling sound before converging on and striking the trapped sea thing with a dull thump.
Magic Missile (at Level 2 Strength): [1d4+1] = 1+1 = 2

Aw... :( Well, it is his first time... and it was just a little shard. :)
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#332 Post by OGRE MAGE »

Patience, young grasshopper. :D

Now I get to use one of my favorite tables in the DM's Guide. The non-magical items saving throw list.

Glass vs. Normal blow = 15

Thick rope vs. Acid = 9 :twisted:

I think all I need is an action from Luther yet. Then we will see how this all plays out.
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#333 Post by Urson »

Luther

With a furious roar of Die, you bastard! , Luther shoots twice at the troll.

attack [1d20] = 16
attack [1d20] = 10

arrow [1d6] = 4
arrow [1d6] = 1 I doubt the second arrow hit, but just in case...
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#334 Post by OGRE MAGE »

Wait, The Net Isn't Acid Proof?
Sunday, 28th of Reaping
Taking Down Mean Green, Round 1
Noon, Sunny, Humid, Buggy


The party seems to have the beast right where they want it, so they let the onslaught begin. Avaala and Chauncey shoot forth missiles of magic energy from their fingertips that rip through the air and strike the beast first. The orange warrior priest Saracen stands proud, ready to show the others what he has been working on for the past week. He chants to the sky, pointing his piece of magnified glass towards the suns rays, directing a tight beam of burning light directly at the huge monster. The intense magical beam of sunshine hits the troll near its head, burning deeply into its searing flesh and even blinding it temporarily.
For coming up with a brand new 1st level spell, and roleplaying out the research, prayer, location of the components, and making all the proper preparations to make the spell work, Saracen will be awarded 1,000xp. (this will apply to any player who puts in the work of creating something new in this game)

Nice job on this one Storm! I hope you just set the bar for what our creative players can accomplish in this game, allowing any others to follow that lead.

Ladies and gentlemen......I give you.....


Saracen's Blistering Beam of Pholtus
(Invocation/Evocation)
Level: 1
Sphere: Sun
Range: 30 feet
Duration: Instantaneous
Area of Effect: 1 creature
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Save vs. Spells for half damage

This spell creates a beam of scorching heat, drawn from the suns rays and amplified through a vessel blessed by a priest of Pholtus. The light beam shines down from the sky, through the means of amplification, to strike at one target of the caster's choice. Any creature struck by the beam sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living (seeing) victims are also blinded for 1-2 rounds by the spell. The victim is entitled to a saving throw vs. Spells. A victim who saves takes only half damage and is not blinded. The sun must be in the sky when cast, or the spell fails entirely. It cannot be cast underground, indoors, or in hours of darkness, although routine overcasts do not hinder the beam.
Monocar and Alordan strike next, tossing their secured bottles of beetle ass-id at the monster trapped in the ropes. The first barrage strike the flailing creature and break open, releasing the contents of reeking liquid. Once the 2 juices are combined, they create a slightly less potent version of the stinking cloud of red, noxious vapors that some of the group remember all to well. The blinded troll begins to cough and sputter as it continues to rip apart the now damaged net. The pairs second barrage does not work quite as well. Alordans throw hits a low hanging branch on its way towards the monster and only one of the bottles breaks open, spilling its contents harmlessly onto the sand. Monocar's second throw finds its way to the target, but one of those bottles also stays intact and its devastating effect is somewhat lessened as it combines with the vapors already rising into the air.

The cloud of stinking juice begins to burn your eyes, even from this distance. Rollo starts to growl loudly at the stench that nearly killed him last time. It doesn't take a sage to realize that the burning effect of the acid will certainly weaken the ropes of the net, helping the monster tear through its bonds even sooner. (-1 round off the 3 round duration since it is mostly gaseous)

Luther spots Jack, still swimming out to his floating arrows. The boy seems completely oblivious as to what the rest of his group is doing. The burly bear jumps out from behind his tree roaring. He leaves his specially made harpoon stuck in the ground at his side and fires off 2 arrows into the stinking mist. He is glad to hear at least one grunt from the thing for his effort.

The beast flails and coughs, screaming as it rips through many of the thick strands like it was only thin string to him. It is hard to tell behind the vaporous barrier, but the beast seems to be instinctively trying to flee back towards the water. The party members realize that little Jack will most assuredly be doomed if the beast can get away now.

Actions!

Luther R2 20/20
Chauncey MU2 10/10 CL, DM, RM, 1/2 first
Saracen 12/12 2/3 first
Avaala 5/5 CL, DM, RM, 0/1 first
Rollo 17/17
Monocar F2 21/21
Alordan R2 13/13
Lightfinger T2 10/10
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#335 Post by Storm11 »

is that just for his cleric side or split between both classes kind Dungeon Master? Huzzah.

Fearing that old Scraggy will escape the holy champion calls out once more to the blinding light, this time calling to Pholtus to blind the troll with a spell of light. Fingers and eyes shimmering with the magic of the lord of light as the spell reaches its culmination, the half-orc thrusts his hand towards the trolls still unseeing eyes.

”Can someone lasso him, or get a rope around him so that we may keep him upon the land?”
Last edited by Storm11 on Fri Dec 22, 2017 7:29 am, edited 1 time in total.
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#336 Post by ChubbyPixie »

Realizing they’ve weakened the net with the acid, Chauncey figures it’s now or never with the Sleep incantation. Swiping up a pinch of sand between his thumb and index finger, he whispers in the secret language of dreams. Throwing his arms wide he closes his eyes just as he finishes speaking and a fine mist erupts from his form. Maintaining its humanoid shape, the mist rushes towards the troll and envelops it in a gentle embrace.
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#338 Post by ravenn4544 »

Alordan forgets any thought about hooks and rope and the best laid plans... The beast, thrashing around in the ropes, illicits images of a comrade bitten in half in a waterfall of bile and blood. Instinctively he falls back to the attacks he knows best...

Short Bow Attack [1d20+3] = 12+3 = 15 (THACO=20)
Short Bow Attack [1d20+3] = 16+3 = 19 (THACO=20)
Short Bow Damage [1d6] = 6
Short Bow Damage [1d6] = 2
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#339 Post by tkrexx »

Lightfinger snaps open his sling.

Aiming high, the tall Hobbit sends a sphere of steel whistling at the horrid creature.

To hit: [1d20+6] = 9+6 = 15

Dmg: [1d6+1] = 4+1 = 5
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Re: Quest #8 "Bring Me The Sea Monsters Head"

#340 Post by SirOwen »

Avaala

Seeing that the troll can't get to him for the moment, Avaala steps out of the foliage, throwing his two daggers....

Missile Attack with Dagger [1d20-4] = 20-4 = 16
Damage from Dagger, Large sized creature [1d3] = 2

That modifies to less, but it was a natural 20. I rolled damage, because I wasn't sure how that applied with a negative modifier.

Missile Attack with Dagger [1d20-4] = 18-4 = 14
Damage from Dagger, Large sized creature [1d3] = 2

while yelling, "The PIKES!! Pin him down! Use the PIKES!!"
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