GMParty |
Zurnzal connects on two punches severely weakening V4
Rataji succumbs to confusion.
Thestil connects a solid hit to V3.
S ambles towards Zurnzal, swinging its tail at Zurnzal's legs. Zurnzal resists and does not fall over, but opens himself to a vicious bite that causes him to begin bleeding.
Trip: 1d20 + 16 ⇒ (9) + 16 = 25
Attack: 1d20 + 16 ⇒ (14) + 16 = 30 Damage: 1d8 + 4 ⇒ (6) + 4 = 10 + Bleed: 1d6 ⇒ 4
V1 furiously attacks Eramay to no effect.
Claw 1: 1d20 + 7 ⇒ (2) + 7 = 9
Claw 2: 1d20 + 7 ⇒ (14) + 7 = 21
Claw 3: 1d20 + 7 ⇒ (8) + 7 = 15
Claw 4: 1d20 + 7 ⇒ (11) + 7 = 18
V2 lets out a bloodcurdling howl affecting Rataji, Thestil, and Zurnzal. DC15 Will save or Dazed 1 round and shaken d6 rounds.
V3 bites into Thestil pulling itself closer, before clawing her. Total of 7 damage
Claw 1: 1d20 + 7 ⇒ (5) + 7 = 12
Claw 2: 1d20 + 7 ⇒ (1) + 7 = 8
Claw 3: 1d20 + 7 ⇒ (7) + 7 = 14
Claw 4: 1d20 + 7 ⇒ (18) + 7 = 25Damage: 1d3 + 1 ⇒ (2) + 1 = 3
V4 retreats slightly from Zurnzal
Initiative Round 3
Shohiraj: Go
Eramay: Go
Zurnzal: Go
Rataji: Go
Thestil: Go
Falth: Go
The Pro |
Shohiraj glares at the people shredding files through the glass. "Be back in a moment. For your sake don't make me angrier." she says before rushing to aid Eramay. Even as she runs, she yells back to Faith:
"Another shot. Sprechen the lot!"
Moving up towards V1, Acrobatics-ing to try and avoid that bite (as Thestil seems to have discovered those are long necks).
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Readying an action For Eramay to shift upwards and into a flank. Eramay, don't forget you'll get an extra +2 on the attack (for a total of +4) sue to my Menacing sap.
If the hits, Bewildering it: -2 on its attacks for one turn, -4 against me specifically.
Temporary Alias |
Eramay nods to Shohiraj and steps in to distract the lizard between them.
If it still stands after Shohiraj's attack:
Eramay rips into the lizard in turn, slashing twice in an X pattern.
Scimitar, Power Attack, Flanking+: 1d20 + 13 - 3 + 4 ⇒ (19) + 13 - 3 + 4 = 33
Scimitar, Power Attack, Flanking+: 1d20 + 8 - 3 + 4 ⇒ (20) + 8 - 3 + 4 = 29
Confirmation rolls:
Scimitar, Power Attack, Flanking+: 1d20 + 13 - 3 + 4 ⇒ (9) + 13 - 3 + 4 = 23
Scimitar, Power Attack, Flanking+: 1d20 + 8 - 3 + 4 ⇒ (9) + 8 - 3 + 4 = 18
Regular Hit, Power Attack: 1d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14 + Acid: 1d6 ⇒ 3 + If Confirmed, another: 1d6 + 5 + 6 ⇒ (2) + 5 + 6 = 13
Regular Hit, Power Attack: 1d6 + 5 + 6 ⇒ (5) + 5 + 6 = 16 + Acid: 1d6 ⇒ 2 + If Confirmed, another: 1d6 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Afterwards, she brandishes her scimitar towards the lab in an effort to give the workers pause.
GMParty |
Rataji snaps out of confusion..
That's not the way this confusion effect works, but I'm going to say that the creature dropped its concentration in the interest of getting things finished in a more reasonable time. So, Rataji can take an action this turn.
Shohiraj narrowly dodges past the teeth of V1, providing a flank for Eramay, who slices clean through the neck of the beast.
Falth imbues an arrow with the profane power of Zyphus before firing it into the flank of the creature now threatening Zurnzal. He then turns and fires a second arrow into the glass of the laboratory, causing it to shatter. The guards quickly flee.
Attack: 1d20 + 12 + 2 + 2 + 1 ⇒ (9) + 12 + 2 + 2 + 1 = 26
Damage: 1d8 + 3 + 1 + 3 + 2 + 2d6 ⇒ (6) + 3 + 1 + 3 + 2 + (5, 3) = 23
Initiative
Zurnzal: Go
Rataji: Go
Thestil: Go
Rycky Zurnzal |
Will: 1d20 + 7 ⇒ (10) + 7 = 17
I'm now down 14 HP.
The brawler steps after V4 and continues to try and punish the villain.
Flurry: 1d20 + 14 ⇒ (11) + 14 = 25 for Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Flurry: 1d20 + 14 ⇒ (13) + 14 = 27 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Flurry: 1d20 + 9 ⇒ (15) + 9 = 24 for Damage: 1d8 + 8 ⇒ (1) + 8 = 9
GMParty |
Zurnzal finishes off V4 in one punch.
Thestil lands two solid blows against V3 causing it to teeter and withdraw.
S steps forward and bounces its tail on Zurnzal's legs once more, before biting and clawing into him.
Trip: 1d20 + 16 ⇒ (6) + 16 = 22
Bite: 1d20 + 16 ⇒ (11) + 16 = 27 Damage: 1d8 + 4 ⇒ (7) + 4 = 11 You continue to bleed.
Claw 1: 1d20 + 16 ⇒ (16) + 16 = 32 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Claw 2: 1d20 + 16 ⇒ (1) + 16 = 17
Initiative Round 4
Shohiraj: Go
Eramay: Go
Zurnzal: Go
Rataji: Go
Thestil: Go
Falth: Go
The Pro |
Seeing Zurnzal drop, bleeding, Shorhiraj rushes along the catwalk above. dropping the kukri to rub at her former coworkers ring, she focuses on fire erupting in the treeline.
I'm trying to use the stored Fireball from the ring we found on Joliryn. I think I can aim it so the remaining V's and the cat thing will be hit, but not Zurnzal or the others: is that correct? If not, she'd prioritize S and V2.
Empowered Fireball: 7d6 ⇒ (2, 6, 3, 1, 3, 6, 4) = 25 x1.5 = 37 fire damage, dunno the Reflex save for half.
Rycky Zurnzal |
I'm down 30 HP now but I wasn't tripped. I have 42 HP left. Oh, and 4 bleed, down 34 to 38 instead.
Zurnzal turns his attention to the creature attempting to gnaw on his legs!
Flurry: 1d20 + 14 ⇒ (2) + 14 = 16 for Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Flurry: 1d20 + 14 ⇒ (11) + 14 = 25 for Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Flurry: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d8 + 8 ⇒ (7) + 8 = 15
That didn't go too well.
GMParty |
Shohiraj slings a fireball at V2 and S. V2 dodges some of the fire, while S appears to be completely unharmed. I've marked your best targeting in Roll20.
S Reflex: 1d20 + 12 ⇒ (14) + 12 = 26
V Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Zurnzal connects with his second blow.
Thestil can't currently reach V2 from the catwalk.
Falth fires a pair of profane-infused arrows into the side of S, causing it to recoil in pain.
Attack 1: 1d20 + 12 + 1 + 2 + 2 ⇒ (6) + 12 + 1 + 2 + 2 = 23 Damage: 1d8 + 3 + 1 + 3 + 2 + 2d6 ⇒ (8) + 3 + 1 + 3 + 2 + (5, 2) = 24
Attack 2: 1d20 + 7 + 1 + 2 + 2 ⇒ (18) + 7 + 1 + 2 + 2 = 30 Damage: 1d8 + 3 + 1 + 3 + 2 + 2d6 ⇒ (7) + 3 + 1 + 3 + 2 + (3, 4) = 23
Initiative Round 4
Eramay: Go
Rataji: Go
Thestil: Go
PDXCook |
Rataji points at two of the creatures below and unleash bolts of searing light.
Searing Light at S and V2
Range Touch on S: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Damage on S: 4d6 ⇒ (3, 3, 2, 6) = 14
Range Touch on V2: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Damage on V2: 4d6 ⇒ (3, 2, 5, 4) = 14
Temporary Alias |
Eramay descends the ladder and moves to close with the big...cat...thing.
Double move (40 ft). Not sure how much movement the ladder costs. Please adjust if necessary.
GMParty |
Taking a little bit of liberty with Thestil's attack to help things along.
Searing light is d8s for normal creatures.
S Damage: 4d8 ⇒ (4, 8, 2, 1) = 15
V2 Damage: 4d8 ⇒ (5, 2, 2, 6) = 15
Rataji blasts S and V2 with rays of bright light. Thestil seeing an opportunity quickly descends the ladder and strikes S, slashing its throat open and causing it to fall. If you want you can chase down V2 and V3, but they otherwise retreat into the trees.
We're out of initiative and you can heal up if you like. You're able to gather 4 pieces of evidence from the two laboratories.
You escape through the opposite side of the laboratories into a maze of hallways, storage lockers, containment cells, and more specialized laboratories.
You each have two opportunities to do one of the following actions: find allies, find evidence [Knowledge(arcana, dungeoneering, nature, planes, or religion), Linguistics or Perception], or find treasure [Perception or Spellcraft].
Temporary Alias |
Time to get a chance to see where everyone else's thoughts lie. Who's loyal to the mission?
Eramay will concentrate on obtaining evidence for her first 'turn.'
Know: Religion: 1d20 + 15 ⇒ (8) + 15 = 23
The Pro |
Shohiraj breathes a quick sigh of relief as the final monsters scurry off into hiding. "Well, that was a new one. Any idea what those pets were? And if we should expect some more 'friends' around?"
The thief looks down towards Zurnzal shifting hismelf up again. "Z - you all right? Took some nice hits there, good job staying in it. And Eramay: I line 'em up, you knock em down."
Retrieving her kukri, the thief scrambles past the broken glass to begin shoving the papers into her pack while the others heal and re-climb. [b]"Now let's grab this and go. That was a bit more than a pin drop and those cleaners likely weren't running anywhere good.
How much 'Evidence' does that make so far then? 4 from here, 2 from Joliryn, and one from the alchemist's notes?
---
When they continue on...
Shohiraj keeps her hand on her sap as she carefully moves through the narrow corridors. Of course, why not a maze? Place isn't creepy enough yet, right?. On guard, she looks around for more records of what exactly is going on at Slumbersun.
Is there a check involved in finding Allies? Either way, this round Shohiraj is looking for evidence, but curious for the second go-round.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20
GMParty |
Evidence so far... Alchemist Notes +2, Joliryn +2, Receiving Lab +2, Bretheda Dome +4 = 10.
You can roll Knowledge(dungeoneering) to allow you to identify what the potential allies are, but you don't need to succeed to obtain aid.
Eramay finds a particularly interesting piece of evidence, while Shohiraj does not find anything.
Maze 'Round 1'
Zurnzal: Go
Rataji: Go
Thestil: Go
Shohiraj: +0 evidence
Eramay: +1 evidence
GMParty |
You have access to it as a handout in Roll20. If you'd like to drink it, roll a Fortitude save.
GMParty |
The note Zurnzal found around the elixir is now available to everyone in Roll20.
Rataji your Knowledge modifier is +16, not +8. I took this into account for that first roll
Rataji finds some additional evidence, including some information that describes another former colleague of his. Everyone also has access to the Compiled Reports handout in Roll20.
We can start 'round 2' of finding. Drinking the elixir doesn't count as an action.
Maze 'Round 1'
Thestil: Go
Shohiraj: +0 evidence
Eramay: +1 evidence
Zurnzal: treasure (elixir)
Rataji: +2 evidence
Rycky Zurnzal |
Well, I think I'm in pretty good shape. I could use the increased awareness. Unless there is strong sentiment against doing so I will drink the elixir.
Fort: 1d20 + 9 ⇒ (12) + 9 = 21 +1 if its considered poison, though I hope not.
Zurnzal will continue to look for treasure afterwards, hoping the elixir aids him.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
GMParty |
Zurnzal drinks the elixir, which he feels coursing through him transforming the very structure of his body. He resists the worst of the effects and gains the ability to exude poison from his hands once per day, effectively gaining the supernatural ability to “cast” poison (DC 16).
Zurnzal also locates an unwieldy petrified leg of a giant covered in spines that make it nearly impossible to grip comfortably. It strangely seems like a magical rod of some sort.
Thestil finds a statuette of a tentacle-headed, quadruped is cast in sickly green metal, and then an additional piece of evidence.
Rataji finds what he thinks are the last remaining bits of evidence available in this area.
Maze 'Round 2'
Shohiraj: Go
Eramay: Go
Zurnzal: treasure (rod)
Thestil: +1 evidence
Rataji: +2 evidence
Thestil: treasure (figurine)
Shohiraj: +0 evidence
Eramay: +1 evidence
Zurnzal: treasure (elixir)
Rataji: +2 evidence
Temporary Alias |
Eramay glances over the reports shown to her by Rataji with a bit of a sardonic grin. Tiefling, kidnapped from Korvosa, presumed dead or insane..., she thinks, consciously stopping her from staring at Falth. Focus on the mission, she unconsciously tells herself.
"...and you think that's about as much evidence as we can find?" she asks Rataji. Assuming an affirmative, "Might as well see what else we can pillage from these soon-to-be-smoldering ruins."
Perception (looking for treasure): 1d20 + 17 ⇒ (18) + 17 = 35
GMParty |
Eramay finds the remaining treasure.
A delicate steel chain with five obsidian beads.
And, a sheathe that appears to be woven from sickly green spider silk.
Shohiraj, left to find an ally notices a jar labeled “Aballon Initiative.” with flatworm-like creatures floating inside. She also sees an enormous, mutant crab with swollen pustules growing from its back locked inside a cell.
Temporary Alias |
"I've never seen anything like these. Rataji? Thestil? Any idea what they do?" Eramay offers as the group regroups, showing the two intact items from the labratory labyrinth. As she holds the sheath, she eyeballs the relative size of the scimitar she carries, trying to guage whether or not it would fit.
The Pro |
Hooo, lotta stuff. Zurnzal, there's still one Cure Mod Wounds potion left over from Joliryn. I also have one myself if you need: I haven't been hit yet and you dropping too fast in a fight is likely going to affect my survival a lot more than a few healed hitpoints down the line might.
Initially stymied in her searches, Shohiraj finally manages to notice a few strange 'specimens'. Looking at the tiny worms and a large crab creature, she loudly whispers back. "Hey! More monsters. But these seem sealed in tight for now. Think it's one of that aeon's friends it wanted to break loose? And any of you have any thought what it is?"
Knowledge Local: 1d20 + 12 ⇒ (20) + 12 = 32
I determine they are not local :p
GMParty |
The Pro |
Shohiraj shakes her head, startled. Her grip on her sap tightens.
"Aaog-shagga." the Taldan says out loud, hoping the others hear her and approach. "No, not the old boss at all. You want to be free? Why'd they put you here? And what are you?"
Her other arm slowly slides closer to the kukri at her side as she speaks.
GMParty |
"I am what you call neh-thalggu. Let me be free to destroy this place. To help you raid this place. To get payback for what they did to me. Injecting me and slicing me. Let us lay waste to this hellhole together.", it says aloud in a heavily tentacled Common.
Temporary Alias |
Eramay will join Shohiraj as she talks to...a flying crab, apparently...and guffaws a bit at the idea of letting it free.
"The last group of free experiments tried to eat us," she cautions.
Ninja'd
PDXCook |
Rataji examines the items that the group found.
Spellcraft on the chain: 1d20 + 19 ⇒ (4) + 19 = 23
Spellcraft on the statuette: 1d20 + 19 ⇒ (12) + 19 = 31
Spellcraft on the petrified leg: 1d20 + 19 ⇒ (11) + 19 = 30
Spellcraft on the sheathe: 1d20 + 19 ⇒ (10) + 19 = 29
"The chain and the leg will require more extensive examination later. The sheathe will put a keen edge on any sword put it in. You can also activate it to cause the wounds inflicted not to heal causing you enemy to bleed out. The statuette is a figurine of wondrous power for a viridium moonbeast."
The Pro |
Shohiraj listens to the neh-thalggu say that five times fast as she does a quick scan of the notes her colleagues found. The rogue's dists clench into a ball at the mention of 322. Strnage bird, but no wonder. And she got OUT of here. What would have happened to her if she stayed. Come to think, what did happen to her because she listened...
Stepping somewhat closer to the door, but still cautious, Shohiraj speaks to the captive. "Girl's got a point. Payback's all well and good, but ...'thing' like you's gotta understand our fear. So how about an answer or two. You wanna take it out on the people who caged you. That include Kramolag? Kar Zaweeb? What do you know about the people here, those still down below?"
She flips a page in the collected packet to the end, then stops, brings it back, re-reads it, then continues incredulous. "And hang on. They tried to extract brains from you? Why in the Nine are there brains to extract?!?"
GMParty |
"Kaaarrrrr Zaweeb! To feast on his brain! That would be payback."
The Pro |
"Fine" Shohiraj says to Thestil. "But my brain stays in my head, clear?"
I'll check the cage for traps and help open it, but would very much prefer to not be replaced by a monster. That'd actually seem quite cool in many contexts, but I've grown fond of Shohiraj across these.
Temporary Alias |
I'll pass. I dig Eramay.
"Nothing personal, but I quite prefer my brain as well," Eramay tacks on. "But if you're looking to eat Zar Kweeb's brain, I'm not going to stop you. It seems almost poetic, considering the things it seems it was trying to do to you."
Eramay will give the thing a wide berth, certainly, but won't object any further to freeing it.
GMParty |
As you're debating whether to free the creature, lights that you hadn't paid much attention to before begin flashing in the hallways. The flashing lights are accompanied by the sound of a siren alarm, aaaaaaooooooooooaaaaaaaaaahhhhh aaaaaaaaaaaoooooooooaaaaaaaaahhhh
You think it would be wise to wrap up your searching and move forward.
I'll post the next area later tonight.
GMParty |
Moving deeper into the complex you find yourselves in a laboratory where dozens of conduits and tubes run up and down the walls, connecting a trio of beds to a trio of large glass vats to the west. Within the vats undulate formless blobs of organic matter that briefly grow arms, pseudopods, and faces before those features melt back into the roiling masses. An unconscious humanoid lies strapped to each bed with heavy leather restraints ratcheted tightly closed, which the sleeping forms strain against wildly as they scream madly at phantasmal terrors.
The blobs in the vats are becoming more solid and slamming violently into the sides of them, as though they could break them at any moment.
From the far side of the lab, you hear maniacal cackling mixing with the sounds of the alarms and the hum of the machinery in this room.
Round 1
Zurnzal: Go
Rataji: Go
Shohiraj: Go
Thestil: Go
Eramay: Go
Before Shohiraj, Thestil, and Eramay act you notice that the blobs seem to gain even more substance slamming again into the sides of the vat.
Eramay: 1d20 + 1 ⇒ (4) + 1 = 5
Falth: 1d20 + 8 ⇒ (20) + 8 = 28
Rataji: 1d20 + 5 ⇒ (14) + 5 = 19
Shohiraj: 1d20 + 5 ⇒ (3) + 5 = 8
Thestil: 1d20 + 1 ⇒ (6) + 1 = 7
Zurnzal: 1d20 + 2 ⇒ (20) + 2 = 22
KZ: 1d20 + 12 ⇒ (14) + 12 = 26