Chapter 7: Cave of the Macabre Heads

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Re: Chapter 6: Into the Valley of the Caves of Chaos

#101 Post by MonkeyWrench »

We are still waiting on the second round right?
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Re: Chapter 6: Into the Valley of the Caves of Chaos

#102 Post by Nordbo »

tis' a pleasure to meet your bitch asses
Lutha to Choe: "Big chassis ? Did you see wagons in there ?"

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Re: Chapter 6: Into the Valley of the Caves of Chaos

#103 Post by PyroArrow »

Dungeon Master:

Players Map Macabre Heads Orc Cave Battle:
Image
Other than for Ewat, Kormak & Mr. Choe i need Player Actions for the rest for Round 1: Segment 2 Now!

Note: That for Segment 2 Ewat's 2 arrows Hit Orc 8 who screams & falls to the ground.
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Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
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Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
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Re: Chapter 6: Into the Valley of the Caves of Chaos

#104 Post by Nordbo »

Noting that conditions are optimal for solid object/air flow interaction, Wolfram quickly fishes out one throwing axe, briefly steels himself in a menacing (yet, oddly Choe-like) pose, then hurls the axe towards orc #9:
Axe, throwing, to hit: [1d20+1] = 15+1 = 16, damage vs S/M opp: [1d6+2] = 6+2 = 8 / damage vs L opp: [1d4+2] = 1+2 = 3

Lutha remains in place behind Tenebaum, spell ready

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Re: Chapter 6: Into the Valley of the Caves of Chaos

#105 Post by Baramoor »

Again, this would be his next action as previously stated Wexley stays close to the left hand wall, inching his way back to the cave mouth and the main party, his color spray spell is ready and he waits only for a clear shot at the Orcs to cast it loose. Once done, he will hastily retreat further back into the safety of the group, drawing his bow and aiding in fire support So, seeing the 5 on the left are open for the release, Wexley would flick the sand-covered wax towards them, spread his fingers into a fanning motion and invoke the activating words to cast his spell, then slip quickly backwards towards Sister Opal and allow Maya to move forward to his spot should she desire. In doing so, he would draw his bow to offer her fire support.
If it is not true, do not speak it. If it is not right, do not do it. Marcus Aurelius

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Re: Chapter 6: Into the Valley of the Caves of Chaos

#106 Post by Pulpatoon »

Idonea looks frantically between Tenebaum and Lutha. Both hanging in the very back! That's highly suspicious, and she does not want to leave the party open to ambush from behind, but on the other hand, there is an immediate threat in front of them!

She nearly lunges forward to charge the Orcs, but hesitates. She'll wait a moment longer, to see what the others do.

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Re: Chapter 6: Into the Valley of the Caves of Chaos

#107 Post by Nordbo »

Idonea looks frantically between Tenebaum and Lutha. Both hanging in the very back! That's highly suspicious
To paraphrase Diz earlier: Lutha is just AC 9 is all.
God bless his vulnerable quirky mind.
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Re: Chapter 6: Into the Valley of the Caves of Chaos

#108 Post by Pulpatoon »

Idonea just has a suspicious mind.

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Re: Chapter 6: Into the Valley of the Caves of Chaos

#109 Post by MonkeyWrench »

Maya rises to her feet, drawing her sword and shield. Once the group of Orcs are blinded by Wexley Maya will charge the group of orcs on that were blinded, declaring, "Forward! Cut them down!" Longsword: [1d20] = 3 Damage: S/M[1d8+1] = 6+1 = 7, L[1d12+1] = 11+1 = 12

My rolls are seriously sucking right now...

Maya calls out as she makes contact, "Victor, to me!" Victor then strides forward his sword in hand and his free hand raised to the air, "It seems we have orcs to kill! Spring the trap and let them fall to their deaths!!" With that he lowers his arm down, pointing it towards the group of 4 orcs as 10 large ballista bolts come soaring from behind the groups torch fire sailing directly towards the orcs.

Casting Phantasmal Force
This extremely flexible spell allows the magic user to craft a visual illusion of virtually anything that can fi t within the spell’s area of effect. The spell creates no sound whatsoever. The caster must maintain his or her concentration upon the illusion, or it will evaporate, but while concentrating the caster is able to make the illusion move and respond to events. The illusion is dispelled if it is struck with a blow, a falling person, etc. There is no saving throw against the illusion if the observer believes it, and the illusion can actually cause damage to such a deceived victim. A demon wielding a sword can attack and do damage, and the appearance of a pit full of spikes can be fatal even though it is not real.

If the observer doubts the reality of the illusion, he or she will be permitted a saving throw to see the illusion for what it really is. If one observer disbelieves the illusion and this disbelief is communicated to others, the others will also gain a saving throw at a bonus of +4. Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.
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Re: Chapter 7: Cave of the Macabre Heads

#110 Post by PyroArrow »

Dungeon Master:

This is what i have so far for Round 1: Segment 2 Actions:

Opps i goofed with Ewat, One arrow hits Orc #8 this 2nd segment the other arrow will hit Orc #8 in the 4th Segment of Round 1.

Kormak will grab the thrown spear during segment 2.

Wexley: will move back towards the entrance (2nd Segment) & cast his "Color Spray" spell, using yellow, red & blue sand, hand motions & verbal commands, which takes 1 segment to cast (3rd Segment), & will activate at beginning of 4th segment.

Mr. Choe fires an arrow but misses: [1d20] = 12

Mr. Choe's 2nd arrow will fire during the 4th segment: [1d20] = 9

Noting that conditions are optimal for solid object/air flow interaction, Wolfram quickly fishes out one throwing axe, briefly steels himself in a menacing (yet, oddly Choe-like) pose, then hurls the axe towards orc #9:
Hits Orc # 9: Axe, throwing, to hit: [1d20+1] = 15+1 = 16, damage vs S/M opp: [1d6+2] = 6+2 = 8 / damage vs L opp: [1d4+2] = 1+2 = 3

Damage to Orc #9 is 8 Hit Points & the Orc screams in pain & falls down!

Maya rises to her feet, drawing her sword and shield. Once the group of Orcs are blinded by Wexley Maya will charge the group of orcs on that were blinded, declaring, "Forward! Cut them down!" Longsword: [1d20] = 3 Damage: S/M[1d8+1] = 6+1 = 7, L[1d12+1] = 11+1 = 12

Victor readies a "Phantasmal Force" spell with a bit of fleece. (61 ft range, 1 segment to cast, cast at start of round 3)

Maya calls out as she makes contact, "Victor, to me!" Victor then strides forward his sword in hand and his free hand raised to the air, "It seems we have orcs to kill! Spring the trap and let them fall to their deaths!!" With that he lowers his arm down, pointing it towards the group of 4 orcs as 10 large ballista bolts come soaring from behind the groups torch fire sailing directly towards the orcs.

Sister Opal, Karick & Radac, Idonea & Borum, stays put for round 1: segment 2.

Fr. Tenebaum, reads from his scroll.

Lutha remains in place behind Tenebaum, spell ready.

Lutha, which spell do you have ready? i can't seem to find where you mentioned that, if so!
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
Norbold Ernessaeia : Sylvian Elf Cleric : Minn's Mound (1st Edition AD&D)

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Re: Chapter 7: Cave of the Macabre Heads

#111 Post by MonkeyWrench »

PyroArrow wrote:Lutha, which spell do you have ready? i can't seem to find where you mentioned that, if so!
Obviously it is the all powerful orc death ray!
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Re: Chapter 7: Cave of the Macabre Heads

#112 Post by PyroArrow »

Dungeon Master:

If everything looks right for Round 1: Segment 2, go ahead & post your actions for Round 1: segment 3!

Ewat's 2nd arrow will hit Orc #8 for the 4th segment, killing the Orc.

Wexley would be Casting his Color Spray spell this 3rd segment.

Mr. Choe, would be getting the other arrow this 3rd segment & aiming it, but missing the Orc in the 4th Segment.
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
Norbold Ernessaeia : Sylvian Elf Cleric : Minn's Mound (1st Edition AD&D)

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Re: Chapter 7: Cave of the Macabre Heads

#113 Post by Nordbo »

Lutha, which spell do you have ready? i can't seem to find where you mentioned that, if so!
The spell is: Enlarge, in reverse: Shrink

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Re: Chapter 7: Cave of the Macabre Heads

#114 Post by Nordbo »

Lutha, on seeing Wolfram cut down his first foe, happily mutters to himself: "One tiny dream against Eeknow's riddle !"
and keeps an eye on Tenebaum, and also glances back towards Idonea now & then. Spell still ready. No further action

Wolfram's next combat action will be to throw another axe at the next standing orc (is it #6 or #7? GM pls select): Axe, throwing, to hit: [1d20+1] = 14+1 = 15, damage vs S/M opp: [1d6+2] = 2+2 = 4 / damage vs L opp: [1d4+2] = 2+2 = 4 .....Whizz-thunk-ugh!

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Re: Chapter 7: Cave of the Macabre Heads

#115 Post by Baramoor »

Nope, you've got Wexley in the right action. He'll hold position to cast at group 1-5 as much as possible and then move back to offer fire support with bow and arrows for Maya...ALWAYS cautious that Maya and Ewat are not in the way.
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Re: Chapter 7: Cave of the Macabre Heads

#116 Post by Pulpatoon »

It is taking great commitment to in-character role-play to not fork Tenebaum right now. Is there anything about his behavior or the appearance of the scroll that might give her cause? She is legitimately scrutinizing both Tenebaum and Lutha.

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Re: Chapter 7: Cave of the Macabre Heads

#117 Post by GreyWolfVT »

Borum protects Mort as Mort is still very close to death.
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Re: Chapter 7: Cave of the Macabre Heads

#118 Post by Nordbo »

It is taking great commitment to in-character role-play to not fork Tenebaum right now
hear, hear ;)

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Re: Chapter 7: Cave of the Macabre Heads

#119 Post by PyroArrow »

Dungeon Master:

Idonea just notices the top half of Tenebaum's spell scroll is blank, but there is writing on the bottom half.
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
Norbold Ernessaeia : Sylvian Elf Cleric : Minn's Mound (1st Edition AD&D)

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Re: Chapter 7: Cave of the Macabre Heads

#120 Post by PyroArrow »

Dungeon Master:

Lets start listing the actions for Round 1: Segment 3:


Wexley starts to Cast the Color Spray spell, using red, yellow & blue colored sand, (1 segment of casting), which will be aimed at the Orcs coming from the western corridor.
This will affect the Orcs in the 4th segment.

Mr. Choe, will be getting the other arrow this 3rd segment & aiming it, but missing the Orc in the 4th Segment.

Wolfram grabs his 2nd Hand Axe & aims his throw.

Borum will still hang right by Mort this 3rd segment.

Sister Opal & Karick will move up to be just behind Wexley & Ewat.

The Orcs in the western corridor will move to be 5 ft closer than they are on the map. You all notice 2 of them hang back looking to throw their spears.

Orcs #6, 7 & 9 will be 5 ft closer to the party than they are on the map.

Maya, Kormak, Wolfram, Mort, Radac all stay where they currently are.

Victor now over by Maya, casts his "Phantasmal Force" spell, using a bit of fleece, (taking 1 segment to cast, back in segment 2), at the 3 Eastern corridor Orcs.

The 4 'imaginary' Ballista missiles will do 2d6 of damage to the 3 Orcs if they hit. The Ballista Missiles need to hit at Armor Class of 0, (Pp 108-109 of DMG), which at Victor's level means a 'To Hit' roll of 20 is needed.

Otherwise the Orcs just dive out of the way.



===================================

Ewat's 2nd arrow will hit Orc #8 for the 4th segment, killing the Orc.

During the 4th segment Wolfram will throw & Hit Orc #7 for 4 HP of damage:
Axe, throwing, to hit: [1d20+1] = 14+1 = 15, damage vs S/M opp: [1d6+2] = 2+2 = 4 / damage vs L opp: [1d4+2] = 2+2 = 4 .....Whizz-thunk-ugh!

====================================
For if Tenebaum tries to attack the adventure party:

Lutha's "Shrink" spell takes 1 segment to cast using a pinch of powered iron, hand motions & verbal commands & Lutha must be within 5 ft of Tenebaum.

This will shrink Tenebaum by 20% of his current height which would knock him down to 5 ft tall, this will cause his plate mail to hang loosely on him.
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
Norbold Ernessaeia : Sylvian Elf Cleric : Minn's Mound (1st Edition AD&D)

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