rknop |
Nilus breaks free of the webbing while Ratchet misses with his crossbow, Zavier misses with a kick, and Brawd moves forward and takes a small bite out of one of the younger spiders. With all of the legs, spiders are very hard to trip, and Brawd does not manage it.
The spider that Brawd bit turns and tries to return the favor.
Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 - 2 ⇒ (6) - 2 = 4
The spider manages to sink its mandibles into the wolf, who whimpers a bit with the pain.
The other spider continues its attack on Zavier.
Attack: 1d20 + 1 ⇒ (7) + 1 = 8
This time, it only gets a bite of the brawler's armor.
- Racket: 9/9
- Grok: 7/13
- Brawd: 12/16
- Nilus: 9/9
- Zavier: 8/13
You guys are all up again!
Racket |
Racket will load and take another potshot at a spider with his crossbow.
light crossbow: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 ⇒ 1
rknop |
Brawd's bite is ineffective, but Nilus' spear skewers all the way through the spider, ichor spurting out around the spear on both the entry and exit wounds. It's down.
Grok moves forward to attack the other spider engaged with Zavier; both of the big melee types don't manager to hit the agile beast as it skitters around. However, Ratchet, despite shooting through cover, wings it, doing a small amount of damage.
The spider bites again at Zavier.
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Again, it fails to hit the large man.
- Racket: 9/9
- Grok: 7/13
- Brawd: 12/16
- Nilus: 9/9
- Zavier: 8/13
You guys are up again!
Zavier Vitoly |
Unarmed: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 4 ⇒ (5) + 4 = 9
HAH! The big man roars in triumph as he clips his hands together hard on the last spider. The crunch of the spider's exoskeleton can be heard even over the slapping sound of Zavier's palms slamming into each other.
Racket |
"Ugh. Screw this!"
Racket, tired of firing mostly uselessly, drops his crossbow, draws his dagger, and tries to tumble behind the remaining spider.
Acro: 1d20 + 8 ⇒ (19) + 8 = 27
Ending his turn in square L6, Racket now provides flanking to Zavier and will be able to deal sneak damage if it's still up next turn.
rknop |
Grok doesn't manage to finish the spider off. Badly wounded and leaving a trail of ichor, it withdraws into the corner and starts to climb up the walls into it webbing.
It takes the withdraw action, so does not provoke AoOs.
- Racket: 9/9
- Grok: 7/13
- Brawd: 12/16
- Nilus: 9/9
- Zavier: 8/13
All y'all are up again.
Racket |
Pretty sure I was flanking it with Zavier in square L6, and in that case it would not have been able to move in such a way to not take AOOs from the two of us (withdraw only keeps you from taking AOOs from the first square of movement). Unfortunately that means it would not be flanked when I AOO it so it probably won't die from my hit. I'll roll the AOO in a spoiler and then my move-over-and-attack afterward as well.
dagger: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d3 + 1 ⇒ (3) + 1 = 4
dagger: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d3 + 1 ⇒ (2) + 1 = 3
crit chance: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d3 + 1 ⇒ (3) + 1 = 4
rknop |
Racket and/or Grok finish off the spider.
The room is quiet now, and Brawd is no longer growling. The wolf sniffs a bit at one of the younger spiders, but decides that it's not worth eating.
Where do you want to go next?
And... level up! You're all level 2 now.
Racket |
"Ooh, those damn spiders took us much longer than they should have to kill. Ridiculous, I tell you! I suddenly have a strange urge to mix things together, though. Perhaps..."
Racket busies himself with studying the spiders to see if he can remove their poison glands safely. Flavor only, he's not actually going to do it, LOL. Racket's next level is in alchemist (Grenadier/Vivisectionist)!
"Oh, and does anyone happen to have a raiper I could borrow for a bit? I get the uncanny feeling that I should be using that when we fight things now..."
Zavier Vitoly |
We should look in room before opening more doors. Not know what we are looking for so we look at everything yes? Zavier says.
Think we should search the room of the door we opened and then maybe clear out the room in the north before we head south or east?
Racket |
Racket decides to try sneaking around, so he holds up his hand and then opens the door quietly, looking in.
Stealth: 1d20 + 15 ⇒ (3) + 15 = 18
Percep: 1d20 + 6 ⇒ (9) + 6 = 15
rknop |
Racket goes through the door to the north and sneaks in. He sees a few things. To his right, at the end of the hallway, there's a secret door. It's in bad shape, practically falling off of its hinges, so it's not too difficult to spot. It looks like it opens up to underneath the stairs that are outside where the rest of you are.
Looking to his left, he sees what looks like a sitting room. It's open to the outside, as the wall has collapsed here. There's a loft that's mostly intact, and stairs right next to Racket lead up to the loft. The loft serves as a balcony, looking down on the rest of the room. The part of the room underneath the loft is choked with debris.
The map shows the whole Plague House, so you can see where you are. You have looked into, but not been into, the room with all the beds.
Let me know how you proceed.
Racket |
Racket beckons back down the stairs for his allies to follow into this area, and then sneaks up the stairs to the highest floor of the building.
Stealth: 1d20 + 15 ⇒ (12) + 15 = 27
Racket |
FYI, I'm going to be at a work conference starting tomorrow through Friday, so my posting will be spotty (I'll do my very best to update all my games every night after I get back to my hotel, but I can't guarantee it). Feel free to bot me to move things along.
rknop |
Racket stealthily climbs up the stairs. Most of this wooden loft is still standing—this is the only remnant of the building's destroyed second floor. The roofless chamber is completely exposed to the elements and filled with soot-covered debris, fire-damaged furnishings, and charred wooden beams. A large, soot-covered brass statue of a goddess with a longsword in one hand and a kite shield in the other stands precariously on the northern edge of the platform above the rickety flight of stairs Racket just ascended.
(Remember that you can attempt Knowledge checks with a DC of 10 untrained. As long as your INT is at least 10, you can get that one by taking 10. If not, you can always roll.)
Grok and Zavier stomp in behind, followed by Nilus and Brawd. They are not stealthy... and disturb the giant centipedes that were lurking in the rubble below the loft!
- Grok: 1d20 + 1 ⇒ (1) + 1 = 2
- Zavier: 1d20 + 4 ⇒ (5) + 4 = 9
- Nilus: 1d20 + 1 ⇒ (3) + 1 = 4
- Racket: 1d20 + 4 ⇒ (6) + 4 = 10
- Centipedes: 1d20 + 2 ⇒ (10) + 2 = 12
The centipedes mindlessly move forward, blocking each other as they try to get a bite out of the strangely tall oread.
Centipede bite on Grok: 1d20 + 2 ⇒ (4) + 2 = 6
The one in his way misses, however.
Racket has a nice sniper perch....
Action Order:
- Centipedes
- Racket ← current
- Zavier
- Nilus & Brawd
- Grok
All y'all are up!
Note that moving on the stairs counts as difficult terrain, so you can't take a five-foot step that way.
Racket |
Racket will toss an alchemist's fire on the centipede further from his allies, hoping to take that one out and wound the other.
ranged touch: 1d20 + 4 ⇒ (20) + 4 = 24
fire: 1d6 + 2 ⇒ (6) + 2 = 8
The second spider takes 3 fire damage, and the first one must make a Reflex save (DC 15) or catch fire.
Ooh, possible crit!
crit ranged touch: 1d20 + 4 ⇒ (7) + 4 = 11
crit damage: 1d6 + 2 ⇒ (5) + 2 = 7 BOO...
rknop |
Zavier could move on to I6, going past Grok. It would provoke an AoO from the centipede, however, and the centipede would then have cover against Zavier's attack from the railing of the stairs.
Racket's alchemist's fire doesn't score a critical hit, but because the alchemist is particularly adroit at using splash weapons, he does enough damage to set the beast afire, and it curls up and dies.
Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6 (not that it matters)
The other one is hurt by the hot splashing fluid, but is still in the fight.
(Grok and Zavier still to go. Nilus is delaying until he sees what you two do.)
rknop |
Grok and Zavier between them squish the remaining centipede.
Other than the vermin that was coming out of the junk pile, there doesn't seem to be much down here. The shrine to Iomedae on the balcony where Racket is looks a little bit interesting, if you're into that sort of thing. However, none of it gives any clues to whatever conspiracy is behind the murder and the attacks that you're investigating.
You still have the room with all the beds on this floor, which you've looked into but not explored, and the door to the south in the room where you fought the spiders.
Let me know what you do next.
rknop |
You walk into the room with the beds. Two rows of scorched, wrought-iron bedframes take up most of the space in this soaring chamber, resting between a fire-blackened altar to the southwest and double doors to the northeast. A second set of double doors leads to the northwest, and a single iron door exits the chamber to the southeast. Brightly colored holy figures stare down from the stained-glass windows built into the blackened stone walls, their visages noticeably less damaged than the rest of the room.
There is a trap door underneath the bed in square H12.
If you move into the room, let me know what path you take to get where you're going. Also, let me know if you're being stealthy, or just clomping around :)
rknop |
Yikes, that was Tuesday? Time flies! Guys, remember you can nag me if I'm silent for three days! Send a PM, and I'm likely to get it.
When Grok moves into the corridor between the beds, something happens....
Zavier: 1d20 + 1 ⇒ (8) + 1 = 9
Racket: 1d20 + 6 ⇒ (16) + 6 = 22
Grok: 1d20 + 7 ⇒ (12) + 7 = 19
- Grok: 1d20 + 1 ⇒ (19) + 1 = 20
- Zavier: 1d20 + 4 ⇒ (5) + 4 = 9
- Nilus: 1d20 + 1 ⇒ (18) + 1 = 19
- Racket: 1d20 + 4 ⇒ (14) + 4 = 18
Racket notices the smell of burning flesh.....
It's a haunt! The way these things work is, there is just one surprise round. Those who beat the Perception DC can act on the surprise round, which in this case is only Racket. (The DC was 21.) The haunt will activate on an initiative count of 10.
Racket, let me know what you do.
Racket |
Knowing nothing of haunts, Racket smells burning flesh and moves away from it, seeing no fire and expecting danger. Basically, Racket would move directly away from where he thinks the burning flesh smell is coming from.
rknop |
Ritick moves away.
Those of you still watching see the corpses of burnt plague victims appear on the bedframes. They are sitting up and screaming, their mouths full of ashes. Grok, the one in the middle, finds himself overcome with overwhelming fear.
(Grok: make a DC14 Will save or be frightened for 3 rounds; if you make it, you're shaken for one round.)