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Original D&D Discussion :: Online Games :: Makofan's Online OD&D :: Adventure #11 - The Werespiders' Demise
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 AuthorTopic: Adventure #11 - The Werespiders' Demise (Read 7,527 times)
ffilz
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 Re: Adventure #11
« Reply #60 on Sept 13, 2010, 1:56pm »

Thom and Garfund will continue to spear the spider.
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 Re: Adventure #11
« Reply #61 on Sept 13, 2010, 2:03pm »

William fights on.
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 Re: Adventure #11
« Reply #62 on Sept 13, 2010, 5:13pm »

Kell, who is remarkably *bad* at combat it seems, stabs again with his spear...maybe one day he'll actually hit something that isn't unconscious! :)
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Kelmult Dwarven Fgt-2
Olaf, the very lucky...so far! Human Fgt-2
Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
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 Re: Adventure #11
« Reply #63 on Sept 13, 2010, 5:58pm »

Gallaine winces at the noise, and keeps a careful eye out in case it attracts other monsters.
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 Re: Adventure #11
« Reply #64 on Sept 13, 2010, 7:18pm »

bashbashbash
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 Re: Adventure #11
« Reply #65 on Sept 14, 2010, 8:48am »

Encumbered by the net, wounded by blows, the spider is still deadly as it makes a lightning jab and stings William in a joint in his armor. William gasps with pain, but he mightily shakes off any effect the poison may have had, and a rain of blows descends upon the spider. Patronus, William and Carsh all mash the spider, and then Kell drives his spear in the middle of its two rows of eyes, jabbing right into its brain and killing the monster. It subsides to the floor, fluids gushing out of its rapidly collapsing body.


MECHANICS

Initiative: Party 1, Monster 6

Monster attacks William: 14 (hit) for 4 damage
William Saves vs Poison: 11 (makes it exactly!)

Players attack: Patronus 18, Thom 7, Garfund 6, William 16, Carsh 11, Kell 20
Damage: Patronus 4, William 2, Carsh 4, Kell 6
Spider dies
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure #11
« Reply #66 on Sept 14, 2010, 9:56am »

If there are webs in the room, Jariel will toss an oil and burn them, then we can proceed to search the room.
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 Re: Adventure #11
« Reply #67 on Sept 14, 2010, 10:08am »

Kell grins, "Yes! That's the way to do it!"

"William, are you badly injured?" the dwarf asks his taller friend then turns to the Spider Priest, "Carsh will you attend to William?"
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Kelmult Dwarven Fgt-2
Olaf, the very lucky...so far! Human Fgt-2
Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
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 Re: Adventure #11
« Reply #68 on Sept 14, 2010, 10:41am »

"I'm all right," William says. "I'd as soon we save our healing for later, should we need it to save a live. This is but a scratch."
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 Re: Adventure #11
« Reply #69 on Sept 15, 2010, 9:28am »

[image] [/URL]

The room is infested with webs, which Jariel burns. After the fire gutters out, you see a 20' room with an iron door in the west wall, rounded at the top and about 6 inches off the floor. Bones litter the floor, as do weapons, suits of armor, and all the flotsam and jetsam and vast paraphernalia that normally accompanies adventurers. Here and ther you espy gold and silver coins.

Meanwhile, Gallaine's rear-guard vigilance is rewarded when she sees her lantern light flicker off a patch of murky water filling the passageway that seems to be moving against the current. It reminds her immediately of the menacing oozes from Gorlminder in the sword room!

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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure #11
« Reply #70 on Sept 15, 2010, 9:48am »

Makofan, could you add some indication of water flow to the map?

If Jariel is in position, he will toss a flaming oil onto the ooze.

(OOC - did you finally decide to use a random encounter die that has a 6 on it???? :-) )
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makofan
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 Re: Adventure #11
« Reply #71 on Sept 15, 2010, 10:04am »

Water flows from left to right -----> until it hits the north corridor then it goes north with increasing depth and speed. Where you are right now is almost dry
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure #11
« Reply #72 on Sept 15, 2010, 12:51pm »

Kell goes into the room and investigates...searches...picks up gold and silver as he sees it and checks out the weapons and armor to see if any is salvageable/sellable. If those in the hall who have spied the approaching ooze let him know, he'll stop what he's doing and come see, but until they do, he'll busy himself in the room.
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Kelmult Dwarven Fgt-2
Olaf, the very lucky...so far! Human Fgt-2
Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
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 Re: Adventure #11
« Reply #73 on Sept 15, 2010, 2:06pm »

Let's clear the area by the iron door first. Then William will stand by that door, mace drawn, and cover the treasure-searching party from that side.

Those still in the hall can deal with the ooze, and let us know if we're needed to back you up.
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 Re: Adventure #11
« Reply #74 on Sept 16, 2010, 2:37am »

"Make ready to do battle" warns Gallaine, "A noisome muck of foul temperament slithers toward us!".

She sheaths her sword and props her lantern up so that she can ready her bow and puncture the monster with arrows before it reaches her.
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