Monday, 27 January 2014

Gorgonic Stone Golem - Level 15 Solo Soldier

This was the monster that joined the battle after the pirates were slain. The group by this point had fought three battles without a break (as one spilled into another), and it took about 20 rounds or so of knocking it prone, pushing it, sliding it, teleporting it and keeping it bogged down in summoned frogs, to give them the breathing space to take it down. All in all, and epic battle!

Add +7 ( half monsters level) to the ability mods shown to get their total value. 



Shnecke's Wolves - Session Report

It is a terrible battle, with the Orgon'Gigorim almost killing Varracuda several times. However, the group are able to slowly weaken it, until eventually, with a terrible roar and a surge of gore, it crashes to the floor, bleeding from the hideous wound to its groin the charging barbarian inflicts just before it dies. As for the Theo'Gorgai, they are taken apart in short order, although they leave the group bleeding and Shnecke, hobbling; his ankles hacked by their flamberge style greatswords.

04:25 - 04:30: Pausing only to catch their breaths, the group laugh as Shnecke considers decapitating the Orgon and rolling its head into the pirates lair as a portent of what is to come (this idea is abandoned when they realise that it is too big, and would simply form a fleshy barrier between them and their treasures).

Varracuda spends some time studying the carvings on the stonework, and with a shudder realises that they are most likely the work of an alien and ancient race of serpent men, known by a number of names; Aesh'Azarr, Yuan-Ti, or the Shaidith. He tells the party, and warns them to be on their guard, for if Aesh'Azarr are present, then the group could be walking into something more dangerous than they anticipated.

04:32 - 04:50: The group slowly make their way into the lair, and almost at once are attacked; the air zipping with daggers as more lurking theo'gorgai pirates launch them. Grigori awakens his floating lantern, and its brilliant light reveals their foes; a couple of the hobs, and a hulking gorashym wielding a huge hammer in a small chamber linked to the entrance room by a short, narrow corridor. Shnecke, his blood boiling from the battle outside gives voice to a savage howl and charges into the fray, his axe a blur as the spirits of his homeland fill him with...

...He passes the doorway from this corridor, his axe striking at one of the theo'gorgai, and at once, a blue light flashes from a previously hidden rune carved into the floor. Instantly, the Ulnyrr halts, his flesh turned to stone, his body blocking ranged attacks through the corridor...

Jaeger spots a slender rope running from somewhere above the chamber into which they are headed, trailing along the ceiling and to an unseen source beyond the petrified barbarian. He shouts a warning to his allies who are about to charge the two pirates stuck with them this side of the Ulnyrr statue, and with a yelp, Grigori also spots the rope - and the heavy iron frame covered in spikes that it holds aloft.

Already aware of this, the assassin calls upon his dark powers, and fires a barrage of shadowed quarrels across the room. Less than real, they skip through the solid stone of the walls, and strike the hand of an almost completely hidden theo'gorgai, the pained monster letting go of the rope, and letting the deadly trap crash harmlessly to the floor.

"CHARGE" Screams Grigori, thumbing the activation stud on his chainsword.

The two piratesin the room, realising they are trapped, fight like daemons. The group charge in, but before they can attack, all but the assassin reel as the room is briefly turned into a crematorium; magical flames erupting from thin air, burning hair, clothes and flesh, and sucking all the air from the it briefly.

"Spell caster!" Croaks the warlock (his natural resistance to fire protecting him), "Good shot too".

The pirates in the room take some killing, and it takes some time for the priest to reach Shnecke, and to pour a curing oil onto him, stone melting away to reveal enraged flesh. Then, with that bottleneck removed, the battle spills into the corridors beyond; a crossroads of halls, their far ends shrouded in darkness.

More pirates rush the group, desperation clear on their inhuman faces. The Gorashym falls surprisingly quickly, targeted for a swift death by the group who recognise the potential pain written in the sculpt and heft of its monstrous frame. The spell caster manages to survive only a short time longer, gradually backing up the corridor directly facing the group, sending showers of blasting magic and corrosive pulses into them, his gesticulations and chants becoming more desperate as he realises that his meat shields are falling. As it is, it is the warlock that ends him; Hope's Famine writhing as it absorbs life from Thatari and the rest of the party, its spine like length wreathed in dripping, bloody darkness as it converts the stolen energy into raw spite, ready to be focused and unleashed by the possessed human. A boiling bolt of raw malevolent hate erupts from the warlock's hands, and strikes the mage, his chest imploding into a weird, warped singularity, before exploding out in a gory blast, almost severing him in half.

Filled with malevolent energy, the warlock hurls another spell, the ground in the corridor ahead suddenly filling with boiling, biting frogs...unnatural things that not only flood around the shrieking pirates, ripping into their feet and lower legs with frenzied might, but smashing like a green tide into something huge and ancient that waits, just at the edge of the lantern's light, at the far end of the corridor...something that is suddenly awoken, its stone body illuminating with turquoise runes as it takes its first ponderous, rumbling steps towards the melee.

"Oh shit!" exclaims Varracuda, decapitating a pirate, "is that what I think it is?"

The assassin groans, and fires a volley of shadow darts at the thing.

"A golem." he growls, "A stone golem".

The last pirate is slain, and all attention is turned towards the massive construct. Everyone is almost spent, their magic and strength almost exhausted from the continued battles, and they realise that this formidable foe could crush them all if allowed to close in. Awoken, and tuned into the tide of battle, it walks very slowly, its stony exterior thickened by ancient spells, each step crushing scores of the summoned frogs into a warping smoke (which reforms seconds later into more of the unnatural amphibians). Blue light flickers from it, and Varracuda is turned to stone, although, with a burst of magic and effort, he manages to resist the petrification rays effects after a few moments.

A desperate game of tag ensues, with the group doing everything in their power to keep the lethal monster away from them. Slowed by the frogs, and the narrowness of the doorway, it nearly comes into melee contact with them several times. However, magic and might send it reeling back again and again, and eventually, after several hellish minutes of chanting, screaming, throwing and panicking, it begins to crack open; turquoise light bleeding in bars from its writhing, misty core. Magic cuts the air, whilst the assassin bends space to hack at it from a distance with his shadowy blades. Poor at range, the disgruntled barbarian has to settle for lobbing hand axes at it, his face the picture of disgust, whilst Grigori focuses on keeping his allies alive. Thatari pours all his hate and loathing at the thing, the air blackened with curses and spite as he strikes it again and again...

...It takes even more time, and everyone begins to wonder if it will fall, by this time numb with exertion. Then suddenly, with a crack like thunder, the monster falls apart, the seething core within it erupting out in a deadly blast of sharpened stone, and petrifying magic...

With a sob of relief, the battered and utterly exhausted party drop to their knees and take some time to gather themselves...

^_^ Yay! Roll20 Is Flourishing!!!

Noticed this when I logged in this morning!


Dead pleased that Roll20 is finally getting the kind of support it deserves! I wouldn't be able to play half as much if it were not for this place. Well done guys!


Sunday, 26 January 2014

Fire Bred Hellhound Leaper - Level 19 Skirmisher

Slowly but surely I am getting close to finishing my conversion of H2, Mines of Bloodstone. At the moment, I am busily converting the monsters in and around the arena. The following is one of my conversions for the encounter in Area 27, Cage of the Hellhounds; a cheeky little beastie with some scary, near epic movement...

To get total ability mod, add +9 to those listed (half monster level)





Artwork is not by me, and I do not own any copywrite on it. If you do, and you want me to move it, let me know, and it shall happen!

Saturday, 25 January 2014

D&D 4e Combat Manager Gets an Update!

I won't lie, this piece of software has been the absolute most useful thing for DMing 4e ever. If you find that you struggle to keep track of anything in your battles, or have ever wanted a list of combatants that displays all hpts, condition etc, then this is for you. The guy who writes it has done an amazing job, so feel free to drop in to his Facebook Page to let him know how good you think this is!

Friday, 17 January 2014

Session Report - Ormid Et Al

The group carve through the remaining Vulgorim between them and Skrung's elite, and soon are fighting the heavily armoured giants. They are somewhat more challenging than their lesser brethren, but are soon destroyed, the group left battered and tired from their efforts.

12:20: Before the group looms the heavily fortified front gate of the keep. It is realised that a large force of gigorim almost certainly waits beyond it, and the artificer wonders if there could be another way in. Using his artificer skills, he erects a bridge that reaches from the path up to the battlements, and the group climb it with ease. Quite quickly they find a large door that leads to a shaft of stone that plummets into the keep's depths. It is clearly not how the Vulgorim who were perched here arrived (there are too many unbroken cobwebs, and the dust caked on the sides is undisturbed), but it is a way in.

12:45: The group climb down the shaft, and find themselves reeling as the overpowering stench of ammonia and rotting flesh assaults them. They are in a vast chamber, from which runs a single 20' wide corridor. The Veteran ignites a sunrod, and at once, the source of the stink is revealed. The chamber is thickly covered in piles of decaying meat and slimed bones, each mass alive with the vile wriggling of rot grubs. Slime coats the walls, and far up the corridor, something huge and clumsy moves towards the group.

After a few tense moments, the group see a vast zombie - once a Morgog'Gigorim (Stone Giant) - stumbling towards them, each clumsy step sending a shower of larvae and partially-liquefied flesh from it's mass. Behind it, another gropes along the corridor, and the group prepare to deal with them.

At first, the party have an easy time of it, the first undead dropping with disgusting ease. The second is also dispatched with little trouble. However, a third and fourth zombie appear, and these offer more of a challenge. At one point, the Veteran comes very close to death as the undead pounds him to the floor, deep into one of the loathsome piles of necrotic slime, its corrosive energies only enhancing the already formidable blow of the weighty undead. However, the group are able, with effort to put the shambling things down...

13:10: The group pick their way through a number of grim chambers, filled with the remains of zombies that have disintegrated with age. Eventually they come to a vast door - though they can see little of it due to the thick growths of grave mould that cover it. Realising it is highly toxic and likely to harm the group, the artificer advises caution. With a curse, he realises that the only safe way to remove it, will be to freeze it solid before smashing it apart. Alas, he has no cold spells or devices to use. Luckily, the warforged has several alchemical traps, salvaged during an earlier adventure, which he uses to freeze the mould, allowing it to be removed safely.

With the mould gone, the group take a short rest, and prepare to go through the doorway.

13:30: The Veteran grabs the door, and puts his inhuman strength to the test, working the swollen, worm-eaten thing free of its frame, and, with a crashing roar, tearing it free. As the door comes away, a shocked roar echoes from the wide corridor beyond, and Llewellyn (who understands the speech of Gigorim) hears a deep voice bellowing "Witch doctor? Them zomblies is gettin' outta d'ere place!".

A crude abatis blocks the door from the other side; a tangle of splintered logs for the group to clamber through. Beyond it, at the edge of the sunrod's bloodless glow, can be seen a squinting Vulgorim, clad in rotting furs, and covered in greasy hair and acne.

"Heeeey....you's int' zomblies! OI! WITCH DOCTOR! IT'S DAT BLOODY ARMY COMING IN!!!"

Hoping to silence the filthy giant before it can raise the general alarm, the group sweep in, the brute being forced back by their sheer ferocity. Hacking at it like a tree, the monster is sobbing and holding its own guts in by the time the witch doctor arrives - another Vulgorim, clad in furs, animal bones, and wielding a massive staff covered in skulls and cured flesh. Primal magic soon curdles the air, and the group are battered by unnatural blasts of frost, searing balls of venom and elemental fire. However, the group beat the monster back, the artificer finishing him with a powerful blow from his clockwork limb.

But the battle is far from over...

Alerted by the sounds of battle, several Vulgorim grunts run to join the battle, whilst another alerts the forces arrayed in the main entrance (still waiting the "army" when they smash the front gates in). The simple melee escalates into a minor war, with giant after giant stepping in to try and kill the group. However, despite swings in fortune, they are either slain or driven off, and with a weary laugh, the group race back into the darkened corridors, to seek a place to heal...

13:55: After a short while, the party head northwards, for Ormid had sensed unnatural planar energies surging somewhere in that direction. They pass through a filthy chamber lit by oily braziers, strewn with hair, rotten meat, fecal matter, bones, disgusting animal furs (beds?) alive with fist sized ticks, and grotesque, bloody ornaments. In its northern wall stands another massive door, which bears several heavy bars across it. From beyond can be heard disturbing sounds - bestial roars of frightening intensity. Worse, something about them makes the hair stand up on the back of the artificer's neck, and he realises that the "natural" sounds of whatever monster lies beyond, are infused with daemonic voices, roaring and yowling along with its rage and pain.

The door is opened by the warforged.

It's a Fiendish Manticore...a massive thing of horns, scales, black fire and batwings. It shrieks with savage glee as it spies the group, and at once the party realise they are in trouble, for it occupies a truly massive chamber large enough for it to fly and take advantage of its incredible mobility. This chamber is strewn about with gore and organic detritus - the remains of past victims. In the middle of the floor yawns a huge pit, studded with downward pointing spikes of rusted steel, and with a shiver, the group realise that something is down there; weeping and moaning.

The manticore is a canny opponent. Victor of a hundred battles, and imbued with the immortal knowledge of the daemon's possessing it, it uses its unnatural powers to the very best advantage. The group, by now weary beyond words and struggling to focus, quickly find themselves struggling against it, and it is realised that they must flee if they are to survive (this is the second enemy they have ever fled from, the first being the Lich Atrophius). By the time they realise this, both Veteran and Ormid are close to death, their bodies wracked by daemonic energy which stops healing spells from working, and which damages them further when they try and fail to reject its touch. Worse, the two adventurer's are pinned against the only exit - another vast barred doorway - by the manticore, the monster seconds away from ending their lives.

Llewellyn only (accidentally) makes matters worse, striking the daemonic beast with the Destroying Momentum, and ripping open its hide - a flickering aura of daemonic fire suddenly filling the air in a deadly blaze, the monster's shriek of shocked pain sending everyone to flight. So close to death, the merest touch of this aura would likely end the artificer and bring the Veteran too close to death to stand up for long against the horror. However, utilizing the shadow energies they became infused with when fighting in the shade imbued arena in Tammatuli, the group are able, briefly, to become insubstantial, and, followed by the enraged roars of the fiendish horror, to slip through the chamber's walls, and into a corridor beyond.

Sunday, 12 January 2014