Grel Veldgott |
fort save vs poison: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
fort save vs poison2: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
GM Elberion |
After a moment of weakness, both victims of spider bites are able to shrug off the effects.
1 save cures
str damage Grel: 1d2 ⇒ 2
GM Elberion |
Carson carefully checks the lock and then neatly picks the lock, tumblers falling into place with a satisfying click.
As the group gathers themselves, Carson pushes open the door with a creak and light floods in to reveal...
Tune in next time to discover what's behind the door! This is everyone's chance to act outside before entering the warehouse.
Grel The other vial contains an elixir of hiding.
Grel Veldgott |
updated sheet with STR and HP damage.
Grel is roughed up but no worse for wear. let's finish this
Spirit Sense in the direction of the warehouse and no other action for now
GM Elberion |
Grel peers deeply into the spirit world and can sense no outsiders, fey, undead, astral, ethereal or incorporeal creatures within the warehouse.
Verathis Adrazek |
"We will need someone holy to cleans this whole area. I'd hate for one spider to get away and start spreading the corruption all over the place."mentions Verathis. He then walks over to Carson to see what he's up to.
Johnny Sniper |
Um, my suggestion to call the exterminator
GM Elberion |
As the group gathers themselves, Carson pushes open the door with a creak and light floods in to reveal...
Basic warehouse supplies, such as ropes, hammers, crowbars, and cargo nets, hang from the northern wall of this room. Several crates stand against the western wall.
Doors stand against the east and south walls.
A pulsating mass of purplish-black sludge lies along the floor near the
southern wall between the two doors, and long filaments anchor the substance to the walls and ceiling. A large, strange egg sac lies at the center of the slime, with tiny legs visibly scrabbling beneath its surface. Three other nearby egg sacs have already burst.
And turning to face Carson are three giant, demon's-bile-infected centipedes.
initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Roll Initiative!
Johnny Sniper |
init: 5 + 1d20 ⇒ 5 + (6) = 11
Grel Veldgott |
init: 1d20 + 2 ⇒ (3) + 2 = 5
Grel bristles at more corrupted vermin and lifts his warhammer ready for a good whack.
GM Elberion |
The three centipedes rush forward hungrily, horrific goo dribbling from their pincers.
cover granted from the fiendish centipedes either side of the door, but not the one in the middle.
Each eagerly tries to bite Carson, mandibles thrashing.
left bite: 1d20 + 2 ⇒ (4) + 2 = 6
left damage: 1d6 ⇒ 2
middle bite: 1d20 + 2 ⇒ (9) + 2 = 11
middle damage: 1d6 ⇒ 3
right bite: 1d20 + 2 ⇒ (17) + 2 = 19
right damage: 1d6 ⇒ 3
GM Elberion |
The creatures' jaws snap past Carson's face but land no blows. The creature on the right takes a chunk out of the door frame instead.
1d4 ⇒ 1
All PCs may act.
Carson Stevenson |
Carson screams as the creatures rush him. He twists and dodges the hungry maws as he pulls away from the doorway.
As he passes Verathis he yells, "Burn it down!"
Withdraw. I have nothing that will hurt them unless they choke on my bones.
Grel Veldgott |
Are they swarms? I think you should be able to hit them ok.
Grel moves alongside the party and spits acid at the middle centipede.
acid: 1d20 + 2 ⇒ (15) + 2 = 171d6 ⇒ 1
Harada "The Hammer" |
Harada smiles and shouts "I got this!"
Harada drops the CI morningstar as he draws his trust taiaha and moves to crush the middle vermin.
smash: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d8 + 6 ⇒ (7) + 6 = 13
confirm: 1d20 + 6 ⇒ (7) + 6 = 13
extra Crit damage: 1d8 + 6 ⇒ (1) + 6 = 7
GM Elberion |
Grel' acid softens the creatures carapace and then a mighty swing by The Hammer finishes it off.
one foe down, two remain. Johnny and Verathis to act.
Johnny Sniper |
hit: 5 - 4 - 2 + 1d20 ⇒ 5 - 4 - 2 + (9) = 8 Sucks not have precise shot feat. dmg: 1d8 + 2 ⇒ (7) + 2 = 9
Johnny, walks over, takes aim and fires at the one on the middle in melee.
Verathis Adrazek |
Verathis moves up next to Harada careful to watch the centipedes.
Casting defensively: 1d20 + 5 ⇒ (4) + 5 = 9
As he tries to cast his spell his concentration snaps and little more then a spark comes from his hand.
GM Elberion |
The two remaining creatures scrabble forward to attack Harada.
attack centre: 1d20 + 2 ⇒ (9) + 2 = 11
damage centre: 1d6 - 1 ⇒ (1) - 1 = 0
attack right: 1d20 + 2 ⇒ (2) + 2 = 4
damage right: 1d6 - 1 ⇒ (1) - 1 = 0
GM Elberion |
The giant, fiendish centipedes cannot land a blow.
Everyone may act!
Harada "The Hammer" |
Harada quick draws a light hammer and goes to work on the vermin in the doorway.
MW Taiaha: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d8 + 4 ⇒ (8) + 4 = 12
light hammer: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d4 + 2 ⇒ (1) + 2 = 3
if the first attack drops the vermin I'll take the second attack on the one with cover.
Harada then steps back out of the way to better allow his ranged companions their attacks.
Grel Veldgott |
Grel allows the ranged attackers to go before him and rushed in with a hammer blow.
last in init anyway but making sure I move and attack last.
hammer: 1d20 + 1 ⇒ (17) + 1 = 181d8 + 1 ⇒ (7) + 1 = 8
GM Elberion |
Harada and Grel make light work of the remaining centipedes.
All dead, out of combat phase. Whatchagonnado?
Johnny Sniper |
Johnny will investigate the crate perception: 6 + 1d20 ⇒ 6 + (17) = 23
GM Elberion |
GM Elberion |
Harada recovers and puts away his various hammers before looking around.
"Everybody okay?" asks Harada.
[dice=take 10 perception]10+0
The Demon's Bile is gross, as ever.
Verathis Adrazek |
"Spit acid on it. With luck you will dissolve whatever it is. If you don't, it might at lest be stillborn."Verathis says in a mater of fact voice as he looks around the room.
perception: 1d20 + 2 ⇒ (14) + 2 = 16
Grel Veldgott |
Grel moves to the door as the egg is being taken care of. He peers into the spirit world in the direction of the warehouse.
GM Elberion |
Harada swiftly removes the bile with the cold iron and the egg caves in with a single smash.
Grel's spirit sense again reveals little beyond the door leading deeper into the warehouse.
GM Elberion |
Grel peers through the door and you all hear a kind of panicked yelp from within the room.
Grel sees a young man, thick blobs of demon's bile clinging to his clothes, hair and skin, stirring together strange substances on an alchemist's lab perched haphazardly atop packing crates used as tables.
In the silence that follows the noisy buzzing of an insect fills the air.
Looking around the actual space, torches in each corner of this large room shed dim flickering light between high columns of barrels and crates. Four large pillars support the ceiling. Purplish-black slime covers the eastern wall and much of the room’s southeast corner, stretching between the walls, pillars, and crates with long filaments. Countless shapes, varying greatly in size, crowd the sludge. Several of these shapes, pinned to the walls and crates or lying on the floor, appear human-sized.
Initiative!
Grel Veldgott |
init: 1d20 + 2 ⇒ (20) + 2 = 22
perc: 1d20 + 7 ⇒ (19) + 7 = 26
Grel sees through time.
That's Gellion. Keep alert, this may be our biggest challenge yet.
Grel moves and strikes the large insect.
warhammer: 1d20 + 2 ⇒ (18) + 2 = 201d8 + 1 ⇒ (3) + 1 = 4
Verathis Adrazek |
perception: 1d20 + 2 ⇒ (9) + 2 = 11
knowledge (nature): 1d20 + 6 ⇒ (6) + 6 = 12
Init: 1d20 + 5 ⇒ (5) + 5 = 10
Verathis enters the room, sees Gellion and gets ready to cast grease at the boys feet if Gellion gets 10 ft. closer.
Johnny Sniper |
init: 5 + 1d20 ⇒ 5 + (12) = 17
perception: 6 + 1d20 ⇒ 6 + (7) = 13
GM Elberion |
Gellion: 1d20 + 1 ⇒ (18) + 1 = 19
hook fly: 1d20 + 1 ⇒ (16) + 1 = 17
N Small vermin
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects
OFFENSE
Speed 20 ft., fly 60 ft. (average)
Melee bite +3 (1d4 plus attach)
Special Attacks death throes, spawn brood
STATISTICS
Str 11, Dex 13, Con 14, Int —, Wis 11, Cha 2
Base Atk +2; CMB +1 (+9 grapple when attached); CMD 12
(20 vs. trip)
Skills Fly +3
ECOLOGY
Environment any
Organization solitary, pair, or cloud (3–6)
Treasure none
SPECIAL ABILITIES
Attach (Ex) When a giant hook fly hits with a bite attack, it latches onto the target, anchoring the target in place. An attached hook fly is effectively grappling its prey. The hook fly loses its Dexterity bonus to AC and has an AC of 13 (touch 11), but holds on with great tenacity
and inserts its proboscis into the grappled target’s flesh. A giant hook fly has a +8 racial bonus on combat maneuver checks to maintain its grapple on a foe once it is attached. An attached hook fly can be struck with a weapon or grappled itself; if its prey manages to succeed at a grapple combat maneuver check or Escape Artist check against it, the hook fly is removed.
Death Throes (Ex) If a giant hook fly dies after draining blood with its spawn brood ability but before disgorging a hook fly swarm, its swollen abdomen bursts, sending dead hook flies in every direction. Their tiny hooks deal 2d4 points of slashing damage to all creatures within 10
feet. A successful DC 13 Reflex save halves the damage. The save DC is Constitution-based.
Spawn Brood (Ex) A giant hook fly drains blood at the end of its turn if it is attached to a foe, dealing 1d2 points of Constitution damage. When a giant hook fly drains blood, its abdomen becomes bloated as it spawns an enormous brood of young. It gestates these flies in its abdomen until it has dealt 6 points of Constitution damage with this ability. The following round, the giant hook fly detaches from its victim, and as a standard action that provokes attacks of opportunity, its abdomen ruptures and disgorges a hook fly swarm. The swarm appears adjacent to the giant hook fly and immediately attacks any nearby foes (it ignores the giant hook fly that spawned it). When its abdomen ruptures, the giant hook fly takes 3d6 points of slashing damage. Blood stored in a giant hook fly’s abdomen is absorbed after 24 hours and cannot be used
to spawn a brood.
HOOK FLY SWARM
The tiny, buzzing insects that make up this cloud have distinctive bloated bodies and sharp, if miniscule, proboscises.
HOOK FLY SWARM CR 1
N Diminutive vermin (swarm)
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 11 (2d8+2)
Fort +4, Ref +1, Will +0
Defensive Abilities swarm traits; Immune mind-affecting
effects, weapon damage
OFFENSE
Speed 10 ft., fly 30 ft. (average)
Melee swarm (1d6 plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (1), distraction (DC 12)
STATISTICS
Str 1, Dex 12, Con 12, Int —, Wis 11, Cha 1
Base Atk +1; CMB —; CMD —
Skills Fly +7
SQ gestate
ECOLOGY
Environment any
Organization solitary, pair, or cloud (3–6)
Treasure none
SPECIAL ABILITIES
Bleed (Ex) A hook fly swarm is made up of a terrible mass of juvenile giant hook flies that have undeveloped, though still terribly sharp, proboscises. Any creature that takes swarm damage from a hook fly swarm also takes 1 point of bleed damage at the beginning of its turn. This
bleed damage does not stack with itself or other bleed effects. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage.
Gestate (Ex) Hook fly swarms are made up of underdeveloped giant hook flies, which stay in swarm form for 1 week. Afterward, the swarm finds a secluded place and builds around itself a cocoon-like pod, which it stays in for 1d4 days. This pod is roughly 5 feet by 5 feet in size, and has AC 11 and 11 hit points. After this gestation period, 1d6 giant hook flies burst from the cocoon as a standard action, fully formed and with all of a giant hook fly’s abilities.
GM Elberion |
Block 1
Grel
CarsonBlock 2
GellionBlock 3
JohnnyBlock 4
Hook FlyBlock 5
Verathis
Harada
Grel has chosen his action, Carson may act.
GM Elberion |
Grel's hammer smashes into the hook fly's abdomen and hissing purple ichor seeps from the damaged shell.
Carson!
GM Elberion |
Carson, please move yourself on the map. Also, not the compass on the map.