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Temple of Ashmere 33 - Demon's Wrath.

Posted by HeathFor group 0
Heath
GM, 3307 posts
Thu 12 May 2011
at 18:43
  • msg #1

Temple of Ashmere 33 - Demon's Wrath

Grizz cuts and slashes through the body.  (16 dmg from digestive acids.)  He heaves and pulls and falls out of the side of the worm, covered in disgusting slime and ooze.

Grung and Borimer manage to cut through and retrieve Draaz's body.

Behind you there is another huge explosion.  You realize you are still only a few hundred yards from the base of the volcano, and you see its top burst with lava, overflowing.

The earth heaves below you, and you hear a rumble like a herd of approaching elephants.  Ash and lava are spewing and half the mountain is crumbling and falling on the eastern side.  Luckily, it will not hit you, but the landslide that massive will create a mega-tsunami on shore in whatever distant place is affected.



As you are watching the top of the mountain fall off into the ocean and the lava laying waste as it falls over and down, you see something strange at the entrance to the cave.

The collapsed entrance explodes outward, sending rock and dirt splashing into the acid lake.  Standing there in the entrance is something that makes your blood turn cold.  It is the death knight that previously killed Borimer and sent him to the afterlife to fight the demon.



The death knight raises a bony finger and points in your direction, and then it steps to the side.  Behind it you see an even more frightening sight.

Stepping out of the newly opened cave is something that only Grizz, Adaran, Borimer, and the former Bernard have seen.  It is the demon they faced in the realm of chaos.  It opens its mouth and bellows a scream that would frighten even the most seasoned warrior.



At its side, as previously, you see the sharp-taloned demon that assists it.  They are all looking in your direction.



And pouring around them all, like rivers of water running around an island, you see the horrifying soul feeders that steal life and experience.  There are many of them.



The death knight and soulfeeders begin walking into the water, sinking below its surface.  They do not appear affected by the acid.

The two demons are staring at you, eyes boring through you with hatred and malevolence.

Whatever has happened here, between either releasing Augmantium or triggering the eruption of the volcano, you have loosened things from the other planes that should never be on earth.
This message was last edited by the GM at 18:50, Thu 12 May 2011.
Heath
GM, 3308 posts
Thu 12 May 2011
at 19:17
  • msg #2

Re: Temple of Ashmere 33 - Demon's Wrath

(...continuing from the previous thread...)

Kahan immediately runs over and casts cure critical wounds on Grizz.  Grizz is successfully healed.

Seeing the dead body of Draaz, Kahan then runs over and casts raise dead on Draaz.  Something goes horribly wrong.  Draaz does not respond to the spell.  (Draaz failed his resurrection survival roll.  Nothing short of divine intervention will save him now.)

Marcus' body is put into the portable hole while all this has been going on, and Adaran has retrieved his arrows.

OOC: With a constitution of 10, Draaz only had a 75% chance of surviving a raise dead or resurrection spell.  His roll was a 98%, which is technically a critical miss.
This message was last edited by the GM at 19:19, Thu 12 May 2011.
Grung
player, 156 posts
Thu 12 May 2011
at 19:34
  • msg #3

Re: Temple of Ashmere 33 - Demon's Wrath

Grung's jaw lowers slightly as he takes in the assembled group of some of the nastiest creatures the half-orc has ever seen.  Grung states flatly "Run?  Or heal and fight em?"
Adaran Swiftshadow
player, 2394 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Thu 12 May 2011
at 19:51
  • msg #4

Re: Temple of Ashmere 33 - Demon's Wrath

Adaran's eyes dilate in horror as he sees the Soulsorrow demon and its accomplice, and the horde of soulfeeders in the flesh, like pieces of a forgotten nightmare returning to haunt him in the waking world. "Run." he says in a chilled, haunted tone. "Now!"
This message was last edited by the player at 19:55, Thu 12 May 2011.
Grizz Henderson
player, 300 posts
AC=5; THAC0=13
Dmg=1d6+6/3d4+5
Thu 12 May 2011
at 19:51
  • msg #5

Re: Temple of Ashmere 33 - Demon's Wrath

Grizz is still wiping the slime off himself.  He says, "I think this is where we run."  His superstitions are coming to bear, and he steps closer to the cleric as he usually does when confronted with evil creatures from beyond the grave.

He gathers his things, rolls Draaz's body into the portable hole--if everyone is okay with that--and will be happy to lead them out of there, except that he wasn't with the group when you got here and doesn't know the way to go.
This message was last edited by the player at 19:51, Thu 12 May 2011.
Adaran Swiftshadow
player, 2395 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Thu 12 May 2011
at 20:00
  • msg #6

Re: Temple of Ashmere 33 - Demon's Wrath

Grabbing Draaz's spellbook and dropping it in the Portable Hole, Adaran hurriedly rolls up the hole and stashes it in his cloak, then takes off running south at full speed.
This message was last edited by the player at 20:46, Thu 12 May 2011.
Heath
GM, 3309 posts
Thu 12 May 2011
at 20:20
  • msg #7

Re: Temple of Ashmere 33 - Demon's Wrath

I think he means south.  :)
Heath
GM, 3310 posts
Thu 12 May 2011
at 20:35
  • msg #8

Re: Temple of Ashmere 33 - Demon's Wrath

Here's a quick map of the island for reference:


Borimer
player, 1550 posts
Armor Class 2
Thac0 14
Thu 12 May 2011
at 21:03
  • msg #9

Re: Temple of Ashmere 33 - Demon's Wrath

"Run!"

Borimer turns and bolts to the south as soon as his companions have done so as well, ready to fight and cover their retreat if necessary. His mind already begins to determine plans on how to track down and destroy the knight once and for all.
Heath
GM, 3315 posts
Thu 12 May 2011
at 22:26
  • msg #10

Re: Temple of Ashmere 33 - Demon's Wrath

Everyone gathers their things and begins running.

OOC: Here we will be using the rules for "chase."  The powerful pursuers will be moving at 120 yards per round.  The soul feeders will be pursuing at about 150 yards per round.  They do not tire or require rest.

Calculate your speed using your movement, minus any modifiers.

Jogging:
You can jog at twice your movement rate (12 equals 240 yards per round) for up to the number of rounds equal to your constitution.  (Keep in mind Grung's currently lowered Constitution.)

After this limit has been reached, the player must roll a successful Constitution check at the end of each additional round spent jogging. There are no modifiers to this check. Once a Constitution check is failed, the character must stop and rest for as many rounds as he spent jogging. After this, he can resume his jogging pace with no penalties (although the same limitations on duration apply).

Running:
If he rolls a successful Strength check, he can move at three times his normal rate; if he rolls a Strength check with a -4 penalty, he can quadruple his normal rate; if he rolls a Strength check with a -8 penalty, he can quintuple his normal rate. Failing a Strength check means only that the character cannot increase his speed to the level he was trying to reach, but he can keep running at the pace he was at before the failed Strength check. Once a character fails a Strength check to reach a level of running, he cannot try to reach that level again in the same run.

Continued running requires a Constitution check every round, with penalties that depend on how long and how fast the character has been running. There is a -1 penalty for each round of running at triple speed, a -2 penalty for each round of running at quadruple speed, and a -3 penalty for each round of running at quintuple speed (these penalties are cumulative). If the check is passed, the character can continue at that speed for the next round. If the check is failed, the character has exhausted himself and must stop running. The character must rest for at least one turn.

Walking cautiously through the jungle took 3 hours previously.  Throwing caution to the wind and going as quickly as possible will take (depending on how you pace it) about 1 hour.


I will be posting in turns (10 minutes/rounds), so there will be a total of 6 turns or so, though if there is any interruption such as them catching up, I will stop at that point.

I will assume you are taking the most direct route with the least amount of foliage.

With this information, make your moves and post the related details.
Heath
GM, 3316 posts
Thu 12 May 2011
at 22:28
  • msg #11

Re: Temple of Ashmere 33 - Demon's Wrath

I want to make the following changes to the above rules:

Any constitution bonus (+1, -1, etc.) will be applied to the amount of time you need to rest.  So if you jog for 10 rounds, you only need to rest for 9.

Before you think this is just a math exercise, keep in mind your tactical options and that every turn or so something will happen that could be a slight game changer.
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