Ch. 3: Hell's Bells

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Re: Ch. 3: Hell's Bells

#261 Post by Zhym »

Two more notes:
  1. The ledge provides partial cover, so missile attacks against the apes from the floor of the corridor are at -2.
  2. The area of effect of the entanglement is 80' long for the full 20' width of the hallway. It reaches almost to each end of the hallway you're in. PCs who make their saving throws move at half speed in the area of entanglement.


Here is a very rough map of the hallway. One character is 5'.

Code: Select all

+-------....-------+
| xxxxxxxxxxxxxxxx |
| xxxxxxTXRMxxxxxx |
| xxxxxxHKOIxxxxxx |
| xxxxxxxxxxxxxxxx |
|    +--------+    |
|    |        |    |
[/size]
"I" is rIsdac.[/ooc]
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Re: Ch. 3: Hell's Bells

#262 Post by Scott308 »

Risdac Egargi

I interrupted my dinner for this! cries the angry giant. Irritated at the plants trying to grab at his feet and the apes attacking, Risdac has decided he has had enough of this place and it's time to stop playing around. Drawing his wand, he unleashes fiery hell upon the foul primates.
Save vs. Spell (6): [1d20] = 5 This does not include the +4, making the save successful.

Fireball (Staff): [8d6] = 23
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

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Re: Ch. 3: Hell's Bells

#263 Post by Urson »

Tanner
Ooops! It would help if I actually posted attack rolls! :oops:

[1d20] = 4-2
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Re: Ch. 3: Hell's Bells

#264 Post by GreyWolfVT »

Odilo
"Interrupted me trying to cast on the monk too. I find this highly rude." the born again mage declares. As he casts Magic Missile at the lead most monster.
save vs spell (6) [1d20] = 12

Magic Missile [1d4+1] = 3+1 = 4 [1d4+1] = 4+1 = 5 [1d4+1] = 4+1 = 5 [1d4+1] = 3+1 = 4 [1d4+1] = 2+1 = 3
Magic Missile p. 2 [1d4+1] = 3+1 = 4 [1d4+1] = 4+1 = 5 [1d4+1] = 3+1 = 4

Magic Missile Total: 34 dmg
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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Re: Ch. 3: Hell's Bells

#265 Post by Inferno »

The Unseen Servant:

Save vs Spells (2): [1d20] = 11

In harmony with nature, the serene sensei is unfettered by the grasping flora tendrils.

He takes to the air and flies back the way they came, around the corner, to let the party's volley take its terrible toll, and to shield himself from Risdac's fearsome wand, a mere matchstick now in his gigantic, bloated hand.

Should anything survive, the humble monk will close with it next round, sword in hand.

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Re: Ch. 3: Hell's Bells

#266 Post by Rex »

Xale

save vs spells [1d20+4] = 18+4 = 22

Pulling himself free from the tendrils Xale hurls his hammer with a grunt "Die hell spawn!"

first attack Hurl Dwarven Thrower [1d20+3] = 1+3 = 4 damage [1d4+1] = 2+1 = 3*2+11 / [1d4] = 2*2+11

second attack Hurl Dwarven Thrower [1d20+3] = 8+3 = 11 damage [1d4+1] = 1+1 = 2*2+11 / [1d4] = 1*2+11

Note: neither attack includes the -2 penalty to hit.
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Re: Ch. 3: Hell's Bells

#267 Post by Norjax »

Rool Diov

Rool high-steps through the foul tendrils, clearing out of the entanglement area and darting around the port corner. Boots of Striding and Springing, base speed 120ft (60ft making save)

Rool, Save vs. Spells = [1d20] = 11

After clearing the danger, the Crime Boss returns to the corner and produce his short bow to take two shots at the jade apes on the ledge.

Short Bow (2) = [1d20+2] = 15+2 = 17, [1d20+2] = 12+2 = 14, [1d6+1] = 2+1 = 3 dmg., [1d6+1] = 1+1 = 2 dmg. Adjustments made for Outer Planes penalty (-2) and cover on the ledge (-2).
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Re: Ch. 3: Hell's Bells

#268 Post by Zhym »

Combat Round 1

The apes (well, clearly they aren't regular apes, not in—well, wherever you are—but "ape" is a lot shorter than "ape-shaped creatures of the infernal planes," so let's just go with "apes") act quickly. The four who just fired drop back beyond the cover of the ledge. Two step forward to take their place; they fire crossbow bolts that thunk into the wall well above Tanner's and Hallagad's heads.

A shroud of darkness falls on the ledge, cloaking all the apes in an unnatural, evil curtain of blackness.

Khogeki and Rool hurry for cover on opposite ends of the hall. Tanner, Malibran, and Xale launch magical and mystical ranged attacks, all of which fail to find their targets. Xale stubs a finger trying to catch his hammer on the rebound; it falls on his foot. Odilo, about to conjure magic missiles of deadly force, suddenly finds himself without a visible target. Hallagad raises his holy symbol toward the inky darkness and commands the evil beings to begone. As far as he can tell, it has no effect.

"I interrupted my dinner for this!" cries the angry, still-hungry giant Risdac. He decides he's had enough of this place and that it's time to stop playing around. Drawing his wand-staff, he unleashes fiery hell into the darkness. The blast expands into the corridor, forming a semicircular ball of flame over everyone's heads—except Risdac, who ducks. From the ledge above, you hear simian screaming, howling, and—laughter?

Actions for round 2!

Notes:
60 ft of movement is just enough to get Rool to the corner and out of the entanglement, so he can't also attack this round (see the house rule on combat movement: a PC can move up to half his movement rate and still attack, but any more than that and the movement is all he can do that round).

Xale's fumble on his first attack negated his second.

When the darkness fell, Odilo lost line of sight to target the magic missile. The spell was not expended.

I forgot to add HP for Hallagad's and the Unseen Servant's rings of regeneration the last two turns, so I added 2 HP to each with this update.

Fireball calculations:
The volume of the fireball is about 32,000 sq ft in the hallway. The hallway is 20' wide, so I used a cross-section of 1600 sq. ft. A semicircle 1600 sq. ft. in area has a radius of about 32 ft. The hallway here is 45' tall (the ledge is 10' below that), so the bottom of the fireball is 13' above the floor—over everyone's heads except for Risdac's. I rolled a save for Risdac, which succeeded. Because all Risdac needed to do to avoid the AoE was duck, I ruled that he avoided all damage.
-----
Status: Tanner (H CG F19): 104/107; Hallagad (H LG P15(Pelor)): 41/93; Xale (D NG C14[9](Dalt)/F13): 74/75; Khogeki (H LN M16): 35/78; Risdac (Giant NG MU17): 55/58; Odilo (1/2E NG MU17): 34/54; Malibran (H LG C20[13](Pholtus)): 64/90; Rool (H LN T20): 64/85;
Effects: Temporarily visible: Rool; Entangle (cast in Round 1).
Light Sources: Continual light coin (Tanner); Continual light dagger (Odilo); Light (on Shield, Malibran): 13.4 turns; Resist Fire (Malibran): 9.4 turns;
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Re: Ch. 3: Hell's Bells

#269 Post by GreyWolfVT »

Odilo sighs and does nothing "Splendid now i can't target anything since i cannot see them...." the mage throws his hands in the air getting irritated.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Ch. 3: Hell's Bells

#270 Post by Rex »

Xale

Xale reaches down and picks up his hammer. Then begins scanning for foes to smite.
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Re: Ch. 3: Hell's Bells

#271 Post by ravenn4544 »

Malibran ceases concentration on his spiritual hammer and let's it fade. He scarficies it in favor of a way to remove the unholy darkness concealing their foes.

cast dispel magic on the darkness
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Re: Ch. 3: Hell's Bells

#272 Post by Norjax »

Rool Diov

Rool holds his fire until he can spot a legitimate target.
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Re: Ch. 3: Hell's Bells

#273 Post by Urson »

Tanner

The warrior moves to a better location, readying an arrow for an attack. He ignores the grasping algae- his Ring of Free Action keeps him mobile.
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Re: Ch. 3: Hell's Bells

#274 Post by Inferno »

GreyWolfVT wrote:Odilo sighs and does nothing "Splendid now i can't target anything since i cannot see them...." the mage throws his hands in the air getting irritated.
"'Tis better to light a single candle than curse the darkness," the Unseen Servant murmurs encouragingly.

If no moss monkey emerges from the shadows, the patient monk will join Rool in waiting for the opportune moment to strike.

But if a shrub simian is visible, then the humble master will hurtle through the air, charging it with the venerable Jade Destiny.


Jade Destiny: (Thac0:10): To hit: [1d20+3] = 7+3 = 10, damage: small/medium: [1d8+11] = 4+11 = 15, large: [1d10+11] = 4+11 = 15
(This macro doesn't include the -2 for Hell, nor the +2 for Charging.)

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Completed Games:
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

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Re: Ch. 3: Hell's Bells

#275 Post by Scott308 »

Risdac Egargi

Having heard screams resulting from his fireball, Risdac decides that if it worked once, it'll likely work again. Taking one step back, the giant crouches, aiming his staff at the point in the darkness he belives he had targeted previously. Assuming none of his compatriots move into a position that would put them into the blast area, he will launch another fireball. If any non-Hellish entity would get burned by the flame, he will not cast.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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Re: Ch. 3: Hell's Bells

#276 Post by Zhym »

Combat Round 2

Faced with enemies cloaked in darkness, you...wait. Most of you, anyway. Odilo the archwizard, master of arcane powers most men can barely fathom, complains that he can't target anything. The Unseen Servant patiently bides his time, ready to charge when he can see his enemy. Tanner looks for a better position to fire up at his attackers. Malibran, however, begins casting a spell to dispel the darkness.

Risdac waves his stick again, launching another fireball into the black. The howls and screams as the flames erupt sound less amused this time. Three crossbow bolts fly out of the darkness at the misshapen giant. Two of them bounce harmlessly off his thick hide, but the third sinks deep into his chest (Critical Hit! -8 HP).

Malibran completes his incantation. The veil of darkness lifts. Three of the apes are at the front of the ledge. They look battered and singed but not weakened (about half health, more or less).

Notes:
The good guys win initiative 2-1. Dispel Magic takes 6 segments to cast, so it takes effect in segment 7. That doesn't leave enough time for even the monk to charge and attack this round.


-----
Status: Tanner (H CG F19): 104/107; Hallagad (H LG P15(Pelor)): 41/93; Xale (D NG C14[9](Dalt)/F13): 74/75; Khogeki (H LN M16): 35/78; Risdac (Giant NG MU17): 47/58; Odilo (1/2E NG MU17): 34/54; Malibran (H LG C20[13](Pholtus)): 64/90; Rool (H LN T20): 64/85;
Effects: Temporarily visible: Rool; Entangle (cast in Round 1).
Light Sources: Continual light coin (Tanner); Continual light dagger (Odilo); Light (on Shield, Malibran): 13.3 turns; Resist Fire (Malibran): 9.3 turns;
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Re: Ch. 3: Hell's Bells

#277 Post by Norjax »

Rool Diov

The invisible Rool fires two arrows at the singed, green-hued, nether apes exposed on the ledge.

Short Bow (2) = [1d20+2] = 15+2 = 17, [1d20+2] = 12+2 = 14, [1d6+1] = 2+1 = 3 dmg., [1d6+1] = 1+1 = 2 dmg.

Adjustments made for Outer Planes penalty (-2) and cover on the ledge (-2).

THAC0 = 12
Last edited by Norjax on Mon May 21, 2018 12:40 am, edited 1 time in total.
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Re: Ch. 3: Hell's Bells

#278 Post by ravenn4544 »

Malibran notices Risdac is making a large target for the ape demons so tries to offer aide in the form of Pholtus' Protection.

Cast protection from evil
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Re: Ch. 3: Hell's Bells

#279 Post by Urson »

Tanner

att[1d20+3] = 15+3 = 18 THAC0 4
att[1d20+3] = 16+3 = 19 THAC0 4

arrow [1d6+3] = 2+3 = 5
arrow [1d6+3] = 4+3 = 7


Tanner lets off two arrows, aimed at the centermost of the apes.
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Re: Ch. 3: Hell's Bells

#280 Post by Rex »

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