"Insolent dog! You will pay in pain for every insult. I tire of this!"
Episode 2
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"Insolent dog! You will pay in pain for every insult. I tire of this!"
There is something with the lighting that is odd. Straight ahead along the walkway.
Then he sees the shimmer. Like a roll or fold in the space through which he is staring at the walkway, almost like a ripple of water in mid-air.
Then the air begins to take on a brown hue.
The torch touches something.
The fire flutters and waves, like it is hitting resistance. A sort of water "wall" darkens brown and...sizzles? A hiss and a crackle and something is melting or burning, something is discoloring.
A bulbous mass of gel shoots out at Ahri! A wide glob bulge. He draws back just in time!
Alert Feat guards against Surprise Attack.
The edge of the torch was not untouched however. Part of it is caught, and when it is it begins to dissolve. Fragment of the wrapped wood are pulled into the clear mass and are quickly turned to swirling streams of sludge and powder that move towards the center of a bulbous translucent mass. The fire dies down and barely holds on the remaining part of the torch still in Ahri's hand.
Ripples and waves, the bent and clouding of images, Ahri can see it now that he is so close and with the faltering firelight shining directly into the strange effect - it is like a massive tower of clear gel, and it is sliding forward on the walkway, right towards Ahri and almost into the next room!

Bryn stops though, abruptly. Listening now instead of talking.
Alert Feat.
Kray is following along to a degree, but reading the body language of Elam and also hearing the inflection of the opponent's voice across the room, the experienced Jeresian mercenary feels his instincts take him to high alert.
Thorn is listening and watching, feeling the same level of rising tension. He sees the first movement from the closest hole in the ceiling. It is just a shift of a shadow, but it is enough.
Observant Feat in effect for ad-hoc Perception/Investigation.
"HuuHuuHuuHuuHuuHooHooHuuHuu...we kiiiillllll you, Elam. HuuHuuHuu. Killll you this tiiiimee. HoohuuhoohuuHAHaaaaAAAAHAAAAAA!!" A haunting threat with all malice and no mercy turns into a raging roar.
They are like … spider men!









"Eyes on the ceiling, boys!"
He instinctively moves towards his companions, ready to tighten into a defensive unit.
Optional Action: Iasu
Alert Feat plus positioning plus described prep actions: Ad-hoc grant of free Ranged Attack in advance of full combat.
ROLL INITIATIVE!!!!
Rolls
Spider Men Inititiative - (1d10+2)
(5) + 2 = 7
Rabisu Initiative - (1d10+2)
(8) + 2 = 10
Dissolving Gel Globber - (1d2)
(2) = 2
The Cursed - (1d10+4)
(7) + 4 = 11
First Tie Breaker is Modifier.
PC Party wins Initiative over all opponents.
I'll catch up at some point sending The Cursed Actions in.
Distance to Rabisu Myrmidons: 50 feet
Ranged Attacks to Rabisu are at Disadvantage (obscuring darkness), and note they likely have heavy cover from shields.
Mechanics: 3 White Cast Iron Pike Knives.
1d4 Piercing damage. Light. Range 10/15. Special: Breaks on natural roll of 1.
-1 to hit and damage against normal targets.
Versus Devils, Edimmu, and other Helish (DM will identify): 1d6 damage. +1 to hit and damage. Natural 19 is Critical. Natural 20 is Triple Damage.
Mechanics: 3 White Cast Iron Pike Knives.
1d4 Piercing damage. Light. Range 10/15. Special: Breaks on natural roll of 1.
-1 to hit and damage against normal targets.
Versus Devils, Edimmu, and other Helish (DM will identify): 1d6 damage. +1 to hit and damage. Natural 19 is Critical. Natural 20 is Triple Damage.
Ya.
He backpedals, keeping the torch between himself and the wall of ooze as he stalls for time. Desperately trying to come up with a better plan than surrendering his sword to the depths of the acid threat, he quickly casts about.
Nature: Has he encountered anything like this before / does he recall any useful lore?
Rolls
Perception - (1d20+7)
(3) + 7 = 10
Nature - (1d20+1)
(9) + 1 = 10
Nature: Has he encountered anything like this before / does he recall any useful lore?
Could Ahri side-step it? Maybe. But that would mean dipping down into the water.
Ahri can back away, as in move further into the battle room. The thing isn't moving exceptionally fast so far, but it's moving steady. Soon it will be up to the threshold between the room, and seems intent on coming through.
Speaking of water, it looks like this thing as it forms up on the walkway is lowering the water level. Deduction: this thing probably hidden within the water, or maybe even WAS the water. It must have been flattened out in the low pits on both sides and is now consolidating, pulling itself up out of the recessions onto the high middle ground.
DEFINITELY never seen this before. Like so many of the monsters here in the Cursed Palace, the Adriyalet House, none of them are natural. Likely no one would believe you if you told them. This sort of thing is not supposed to exist.
Lastly, yes - perception does suggest that the material, whatever it is, is VIOLENTLY acidic. It turned the wood of the torch into liquid in seconds. Steel is tougher? Steel may be immune? Maybe, but there is no reason to count on that.
I know I usually don't put out much direction on PC management, but at this point would ask Players' Club to include a Stat Block for the character under a pop-out Spoiler Tag with each post.
It doesn't have to be complex, no template or anything, but include at least this info:
HP Max:
HP Current:
HP Temporary:
Power or Capability Item: Number Available / Total Max Number
Applicable Conditions:
examples:
Action Surge: 1 / 1
Second Wind: 0 / 1
Battle Maneuvers: 2 / 5
1st Level Spell Slots: 2 / 3
2nd Level Spell Slots: 1 / 1
Medical Poutices: 4 / 6
Applicable Conditions: Paralyzed, Blinded, 1 Level Exhaustion (Disadvantage Ability Checks)
Of course a lot of you guys are doing this already, so right on.
First Tie Breaker is Modifier.
PC Party wins Initiative over all opponents.
I'll catch up at some point sending The Cursed Actions in.
Distance to Rabisu Myrmidons: 50 feet
Ranged Attacks to Rabisu are at Disadvantage (obscuring darkness), and note they likely have heavy cover from shields.
Kray hasn't said it yet, but I'm sure he's thinking, "Remember Talius and Qiu." Thorn definitely is. If Kray stays put, letting the bad-guys come to us, Thorn will do the same. But he's ready to charge in unison.
S10 D20 C14 I14 W18 Ch8
Skill Proficiencies: Acrobatics, Animal Handling, Athletics, Insight, Thieves' Tools
Expertise: Deception, Medicine, Nature, Perception, Stealth, Survival
Feats: Alert, Healer, Medic, Stealthy
Fighting Style: Close-Quarters Shooter
Languages: Heshbaan, Zutaran, Yuoric, Kortellan, Otessite, Thieves' Cant.
HP: 55/55 Temp HP: 9/9
HD: 2d10, 5d8
AC: 16 (leather armor)
Poultices: 0/4
Healer's Kit: 17/20 uses
Rolls
Longbow - (1d20+9, 1d8+5)
1d20+9 : (5) + 9 = 14
1d8+5 : (2) + 5 = 7
Sneak attack damage (if applicable) - (3d6)
(253) = 10
Hide - (1d20+11)
(14) + 11 = 25
A second had passed.
"Form up!" Kray called above the din, his tone casual yet intentional on conveying the urgency of the looming threat. "Heavies and line to the front! Skirmishers, to the flanks and rear!"
He spoke directly to Elam now, all business, his authority instinctive from years of battlefield experience. "Form your men with mine." It was not a request, although still respectful in approach with a malicious smile and unforgiving eyes intent on the foe. "Together we'll bleed a way to Ubaratu."

The relaxed stance not only conserved energy, but was also meant to lure the opponent into seeing defensive weaknesses that did not exist. When the circumstances of combat were convenient enough, Kray would often let his opponents exhaust themselves, wasting attack after attack. What seemed an opening in Kray's defense was, more often than not, an oasis in a desert. An a illusion with ill intent.
Alright, so we now the jello death roller is coming from our rear. And the spider folks and company our in the way of a safe exit. Once Kray knows about the jello, different story, but want to avoid meta gaming.
For now, I think we form up a front to face the known threat. I think Thorn (on flank with sentinel) and Kray in front. Maeriks is still pretty bad right? So I think he'd hang to the rear and support/flank/druid up/find openings with his death pole.
Seems like Bryn, Iasu and Tsavo are skirmishers, unless I'm mistaken. I know they all can rock sneak attack. Since Iasu is our medic and Jabes is cold rocking that bow, definitely to the rear I'm thinking, as I'm guessing Jabes is.
Just ideas above. Also, I'm not exactly sure what Elam and Co. are bringing to the mix. Guessing Elam will front line it, as will Namtur.
So, what I see *so far* is something like this (J, who else is in the mix?):
Th Kr El Na
Br Ma Ia Ts
Kray Mercon
link to main character sheet & group stats
Vitals
AC: Base 18 (20 with Med Shield)
HP: 68/68
Status Effects:
Death Saves: +0/-0
Initiative: +5
Hit Dice: 3/6 Fighter, 0/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: 1d8+7
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage 1d6+1 Left Handed
Gaerimundi Knife / Attack Bonus: 8 (DEX 5 +Prof 3) / Damage: (1d4+6)
Daggers x4 / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage: (1d4+6)
Bow / Attack Bonus: 11 (DEX 5+ Prof 3+ Archery 2)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 2/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Mission: 1/2 (long rest)
---Allows a PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Arkaddi- Intermediate
Heshaban - Basic?