Sebastian Mapplethorpe
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"If one of the cages are open and can be securely locked, perhaps we could have someone return to the room while invisible to the ghast, leave some fresh meat behind in an open cell that can be locked, then that person will wait for the ghast's natural gluttony to get the best of it and lock it inside when it inevitably goes into the cell to eat. Ghasts aren't mindless, but the can be quite single minded about eating meat."
Morrin the Stout
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Morrin, following the others before closing the door looks at everyone.
"Are you all right? Thing in there has a nasty bite. Also, if you don't mind, could you use this on me? Also, Sebastian, I like that idea. Does anyone have any meat, as I can distract it from a distance."
The man hands Arbiscar a wand of cure light wounds while speaking to the rest of the group.
Wand CLW, 2 charges: 2d8 + 2 ⇒ (1, 8) + 2 = 11 Trying to kill off this wand. It'll have two charges left after my two taps. No worries though, I have another, full wand of CLW.
Sebastian Mapplethorpe
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"We passed through a kitchen earlier, perhaps there is some relatively fresh meat stored in the vicinity. On the way there, we could also look for a lock in case the cages aren't secure enough to keep the ghast restrained."
Arbiscar
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Arbiscar nods "Unfortunately I have eaten all the chicken for breakfast" confess the dwarf ashamed.
"It sounds like a plan, let's move to the kitchen and get that meat" says Arbiscar as he moves with the rest of the party.
Provided they found enough fresh food, he asks politely "Any volunteer for the hide from undead spell? It should possibly be someone already stealthy and ideally capable of managing a combat situation still invisible. I actually remember I am able to make up to 2 people invisible with this spell"
He will cast the spell on the chosen ones.
Hide from undead Will DC 14
CL is 2 thanks to magical knack
Sebastian Mapplethorpe
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"I'm certainly available for this task, after all it was my idea." Sebastian answers Arbiscar's call for volunteers, "Here's the plan, Arbiscar and I will both carry meat with us. After casting the spell, we'll open the door and see if the ghast is able to pierce the magical veil. In the unfortunate event that he does, we'll make a quick retreat to pull him into open where we can have more opportunities to harm him and/or escape without the restrictions of a bottleneck. If he does not, we'll move quietly into the room, deposit the meat in the back of an open cell, rattle the bars to get his attention enough to look inside and see the meat, then quickly shut and lock him inside while he's preoccupied by gorging himself. Then we can all enter the room and destroy him with ranged attacks through the bars."
Sebastian pauses for a few moments in case his colleagues care to amend the plan. If not, he retrieves some meat, tries to find a lock not currently in use, has Arbiscar cast the spell on him and another party member, then opens the door to gauge whether or not the ghast can see him.
Morrin the Stout
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"Yes, that does sound like a good idea. What if the thing smells you because of the meat? If it does, we'll have to lure it out fast, because I don't want Arbiscar to play in the line of spirits again."
Morrin, while agreeing to the idea, does have some issues with it. Fidgeting while talking, the man brings our a few nice looking pebbles.
"Guess I'll keep Miss Ignis here company while you two go find something for our hungry friend."
Sebastian Mapplethorpe
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"We'll have to move quickly in case it has a heightened sense of smell, although you should both be ready to attack in case things go terribly awry."
Morrin the Stout
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"Agreed. Arbiscar can light up your way, I'll stay here to make sure it doesn't decide to pop out. Just don't do the hid thingy until you get back, or absolutely need to. I have some supplies, but I can't use my wand just yet. Still trying to figure out how to make it work."
A get to do a fun rebuild after this game! More skill points, and more fun things to have access to!
Arbiscar
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Arbiscar says some arcane words, then touches Sebastian and himself with the spell hide from undead.
"Ok, let's see what do we get from this. Let's move on"
Sebastian Mapplethorpe
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Sebastian carefully lays the meat on the floor of an empty cell and waits for the ghast to smell it. If the undead doesn't react within a couple of minutes, the investigator tosses a pebble into the cell to get its attention as long as that would not break the spell.
If/when the ghast moves into the cell to investigate, Sebastian will swiftly close the cell door and lock it.
Mari Clock
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I feel like there should be some skill check I should make someone roll, but the way the collective group is made up, I'm not sure you would fail anything I could come up with, so we'll just say it works.
You lock him in the cell. Now what?
Keep in mind, there are six people in cells, barely alive.
Sebastian Mapplethorpe
|
From a safe distance, Sebastian then begins to shoot arrows at him between the bars.
Shortbow 1 - cover?: 1d20 + 2 ⇒ (2) + 2 = 4
Shortbow 2 - cover?: 1d20 + 2 ⇒ (16) + 2 = 18
Shortbow 3 - cover?: 1d20 + 2 ⇒ (7) + 2 = 9
Shortbow 4 - cover?: 1d20 + 2 ⇒ (10) + 2 = 12
Morrin can probably finish him off, but that's the gist.
Morrin the Stout
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Morrin steps in, with his pebbles and starts to shoot them at the creature from a safe distance!
Feel The Burn Point Blank Telekinetic Blast 1- cover?: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (4, 6) + 2 + 4 + 1 + 1 = 18
Feel The Burn Point Blank Telekinetic Blast 2- cover?: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (3, 3) + 2 + 4 + 1 + 1 = 14
Feel The Burn Point Blank Telekinetic Blast 3- cover?: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (2, 4) + 2 + 4 + 1 + 1 = 14
After finishing off the creature, Morrin looks at the other cages.
"Shouldn't we help these folks out? I don't think theye were put here freely."
Three pebbles, pretty ones at that, will shatter each time they hit.
Sebastian Mapplethorpe
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Appearing relieved that his plan actually worked, Sebastian nods to Morrin, "Quite right, quite right."
He then looks over the prisoners, asking, "Who imprisoned you poor souls in this place?"
Mari Clock
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Know Rel: 1d20 + 8 ⇒ (6) + 8 = 14
Either Sebastian or Ignis can determine that the wounds on these people are ghoul bites and that they suffer from ghoul fever and will turn into ghouls in 48 hours if they are not cured.
The Derros left us here. They rotated this chamber and left through another tunnel.
Sebastian Mapplethorpe
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"Allow us to free you, but please do not stray very far. We will need to get you a temple very soon so you don't meet the same fate as that creature." Without further ado, Sebastian attempts to unlock the cages if necessary.
Taking 10 or 20 for Disable Device if necessary for a 23 or 33.
If everything appears okay afterwards with the prisoners, Sebastian looks for the switch to rotate the room and activates it.
Take 10 on Perception for a 20.
Ignis Everlight
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"It is good to see the prisoners alive, but the ghoul fever concerns me. Perhaps one of us should escort them to a local temple so they may recover from their wounds, and maybe we could all do with a rest. I know I'm still exhausted from that battle with the elemental."
I'm thinking to fortify here, rest to regain health and spells before continuing. If we are under time pressure that I've forgotten about, or if people would rather press on we can do so.
Arbiscar
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Arbiscarnods in acceptance.
He will tend to the people given enough time, 10 minutes per person.
Heal (disease) DC 13: 1d20 + 3 ⇒ (17) + 3 = 20
Heal (disease) DC 13: 1d20 + 3 ⇒ (9) + 3 = 12
Heal (disease) DC 13: 1d20 + 3 ⇒ (8) + 3 = 11
Heal (disease) DC 13: 1d20 + 3 ⇒ (12) + 3 = 15
Heal (disease) DC 13: 1d20 + 3 ⇒ (9) + 3 = 12
Heal (disease) DC 13: 1d20 + 3 ⇒ (3) + 3 = 6
Morrin the Stout
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After helping the people out, Morrin would try to move the group along, as the darros may be getting further ahead than wanted.
May not have a time crunch, but the group may not be able to catch up to the escaping darros.
Mari Clock
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What did you decide? Take them back and rest a night or not? If you will recall, Cassomir was declared a state of emergency that morning because of the rats and the derros that assaulted the prison. VC Hestia wanted you to investigate that bell of obedience while helping with the derro invasion, and the derro are planning on taking the slaves back to the Darklands.
Arbiscar
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"I fear that means we have to hurry up... We don't want those derros to succeed. We can leave these people under the promise to come back to help" Arbiscar raises his axe ready to continue the fight.
Morrin the Stout
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Use Morrin as a shield if need be to keep cover, and you should be good. Besides, if I hit, it's like a greatsword being wielded by a barbarian, haha.
Mari Clock
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Sebastian Perc: 1d20 + 10 ⇒ (12) + 10 = 22
Sebastian spies a switch, and after it is pulled the room rotates 90 degrees, counterclockwise. You now see an opening to a tunnel system.
Sebastian Perc: 1d20 + 10 ⇒ (10) + 10 = 20
Sebastian also finds small scraps of paper, and Arbiscar Survival: 1d20 + 3 ⇒ (5) + 3 = 8 Sebastian Survival: 1d20 + 1 ⇒ (11) + 1 = 12 Morrin Survival: 1d20 + 0 ⇒ (17) + 0 = 17 Arbiscar Ignis: 1d20 + 0 ⇒ (12) + 0 = 12
Morrin's survival check means you are able to follow the scraps of paper all the way out of the tunnels, and deeper into the caverns below Cassomir.
Salt deposits line the cavern ahead and several side passages branch east and west and run rich with blue crystals before ending at cave-ins. Eight smoldering torches illuminate a small tunnel ahead—beyond all is pitch black, though the sound of running water echoes out from the darkness.
You're at the bottom of the map.
Morrin the Stout
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"Never been this deep before. Best be on our guard." Morrin says while pulling out another few pebbles from his bag as he moves forward with caution.
Stealth: 1d20 + 3 ⇒ (6) + 3 = 9
Sebastian Mapplethorpe
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With the search for meat taking some time, Sebastian now looks normal again since his mutagen has worn off. He does, however, keep an extract at hand, probably for another magical shield.
"Yes, previously we encountered a city block that had been built over, but never down in any natural caverns such as these. Best to stay wary and all that. I'm afraid that this cult and its allies are no longer the jest Arbiscar and I had experienced earlier." The investigator follows behind Morrin, apparently not eager to take the lead any longer after the last two encounters. He does, however, keep a keen watch in the darkness for any potential threats.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Sebastian Mapplethorpe
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Sebastian shows the note to his companions, "We best hurry to see if we can't catch these derros before they do anything more insidious!"
Despite his words, he does respectfully wait for the others and continues to keep a vigilant watch.
Take 10 on Perception for a 20.
Morrin the Stout
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"I fully agree. Haste is needed so more trouble doesn't happen!" the man emphasizes as he starts to move further in, now keeping one of his pebbles floating around him, as he draws his sickle.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Arbiscar
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"Let's go with it." Arbiscar enters the next room closing his nostrils with cloth in an attempt not to breath the promised fetid.
Sebastian Mapplethorpe
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I believe we're going to keep moving forward over the bridge, although Sebastian will be stopping for a moment to take 10 on Perception for traps for a 21.
Mari Clock
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A large pool fills most of this chamber, its green waters bathing the high ceilings in an eerie green light. The pool is open to the cavern on the south and east sides, but borders the cavern walls to the north and west. On the north side of the cavern, a small alcove sits above the water line, inside of which rests a small stone table. Dozens of corpses float serenely on the surface of the pool.
There are hundreds of prisoners, human and mite, on the caverns to the west of the pool. A line of prisoners are being herded by derros and mites from the western caverns into the pool. You see that each time a body dips beneath the water, the stone table in the alcove north of the pool flashes in a near-blinding green brilliance, filling the entire cavern with near daylight brightness.
Once the Derros see you, they ready themselves to attack, but then they are swarmed by several brave prisoners and the captive mites who attempted the coup the night before. Completely overwhelmed, the derros try to beat back their attackers, so you actually only have to face off against three.
Sebastian: 1d20 + 2 ⇒ (2) + 2 = 4
Ignis: 1d20 + 8 ⇒ (13) + 8 = 21
Arbiscar: 1d20 + 1 ⇒ (6) + 1 = 7
Morrin: 1d20 + 3 ⇒ (2) + 3 = 5
Derro Blue: 1d20 + 6 ⇒ (19) + 6 = 25
Derro Red: 1d20 + 6 ⇒ (14) + 6 = 20
Derro Yellow: 1d20 + 6 ⇒ (17) + 6 = 23
Round 1
Derro Blue
Derro Yellow
Ignis
Derro Red
Arbiscar
Morrin
Sebastian
Derro Blue will shoot Sebastian with its repeating light crossbow: 1d20 + 5 ⇒ (4) + 5 = 9 and if it hits will deal 1d6 ⇒ 5 damage.
Derro Yellow will shoot Ignis with its repeating light crossbow: 1d20 + 5 ⇒ (18) + 5 = 23 and if it hits will deal 1d6 ⇒ 6 damage.
Ignis is up.
Arbiscar
|
Arbiscar rushes through the room until he reaches just next to the blue derro, and then he let's his waraxe to slash in a descending arch.
masterwork waraxe (dwarven/cold iron): 1d20 + 5 ⇒ (7) + 5 = 12
Slashing/Cold iron damage: 1d10 + 2 ⇒ (1) + 2 = 3
Sebastian Mapplethorpe
|
"It's high time to stop these diabolic derros and their dastardly deeds." Sebastian says as he quaffs his extract of Shield and moves to engage the creatures with his elven curved blade.
Standard: Drink extract. Move: 20ft. towards derros while drawing sword.
Morrin the Stout
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Moving in front of Ignis, Morrin flicks a pebble into the air, and shoots it towards the yellow Derro!
Feel The Burn Point Blank Telekinetic Blast: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (4, 1) + 2 + 4 + 1 + 1 = 13
"Stay behind me and you should be fine! As for you there, have at thee!"
Sebastian Mapplethorpe
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If we could perhaps speed up a bit, I would appreciate it. I'd like to have this one finished or close to finished before PbP Gameday starts up.
Morrin the Stout
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I can try. I'll just ask for someone to move my token when not near a PC, since my phone is nice and old, thus hates any google stuff. You're up by the way Sebastian!
Morrin the Stout
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You are right! Reread when went on, and saw you going, my bad there!
Mari Clock
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Yellow derro is dead.
Round 2
Derro Blue
Derro Yellow
Ignis
Derro Red
Arbiscar
Morrin
Sebastian
Blue Derro shoot Arbiscar with his 1d20 + 5 ⇒ (5) + 5 = 10 and if it hits will deal 1d6 ⇒ 3 points of damage.
Red Derro will shoot Ignis with his 1d20 + 5 ⇒ (3) + 5 = 8 and if it hits will deal 1d6 ⇒ 6 points of damage.
Sebastian Mapplethorpe
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Sebastian advances on the same derro that Arbiscar is fighting and swings his sword, but his attack comes up more than a little short.
ECB: 1d20 + 5 ⇒ (2) + 5 = 7