Solrisa Iome Arabasti |
Sol nods happily to Ascaria, eager to help. She sleeps in a room now that she sees them. She laughs at herself for almost setting up to sleep on the floor when there was a bed nearby. She has on her back up armor as it is more comfortable for sleeping.
GM Rat Sass |
The evening settles in, as the supper settles in your bellies. Sampson orders Rauffe to use some of the burning wood from the kitchen to replenish the heat of the smaller braziers in each of the bedchambers. It doesn't seem as necessary if the doors are left open, as the heat permeates most of the floor. It seems to be a acknowledgment of privacy, as Marzena keeps her door closed at night.
The mood is partially lifted by your return, and the return of their brothers, and of Marzena. Jurdan and Danyel almost sound happy, as they joke with each other about their luck for taking first watch, topside. They intend on positioning on the second floor ledge, benefiting from the clear skies and bright moon's light.
As you settle in for the evening, Mortimer to his personal two-bed conversion, Eri to his own, Hourpen rooftop, and the rest of you in the communal room, Sampson wishes you all a good last night's sleep in the Keep, before checking in on Marzena, then returning to his own chambers.
As you ready for bed, adjusting your clothes, and getting clean of the day's trek from the Marsh, you notice something peculiar. A singular welt on your belly. Poking at it, and it shifts sluggishly below the skin. Closer examination reveals a small scabbing slit along its base, and a light slime in several places along your skin.
...
Sleep comes, though it is the stuff of gossamer, easily broken should something brush its fingers against it...
Ascaria: 1d20 - 1 ⇒ (19) - 1 = 18
Eri: 1d20 ⇒ 10
Hourpen: 1d20 + 2 ⇒ (20) + 2 = 22
Mortimer: 1d20 + 8 ⇒ (15) + 8 = 23
Solrisa: 1d20 - 1 ⇒ (19) - 1 = 18
Tynan: 1d20 + 12 ⇒ (1) + 12 = 13
1d20 ⇒ 12
1d20 ⇒ 3
1d20 ⇒ 15
1d20 ⇒ 5
1d20 ⇒ 13
1d20 ⇒ 19
1d20 ⇒ 9
For your fitful night of sleep, you dart awake in a moment. You could have sworn you'd heard someone moan, as if from a bad dream. Not from adjacent rooms, but from the other side of the kitchen, to the north. Perhaps it's nothing...
Mortimer Smith |
Lazare stands center stage and begins orating.
"O.K.., Everyone -- here's your picks for the gift exchange -- Mortimer, you have Tynan; Tynan, you have [ ... ]"
Gift exchange? What this? I have to get Tynan a gift? What do you get a guy like that? This is Hell. I hate this, but Lazare says I have to...
Mortimer seeks advice from Pillette, who winks at him, climbs the wall to gain access to a high shelf and pulls out a box which she then carefully tosses to him.
He carefully opens it, revealing another fancy hat. "It's a hat, Pillette. A guy isn't going to give another guy a hat," he says, closing the box and shoving it back toward Pillette.
In response, Pillette cries out in pain, and Mortimer awakens with a start.
Mortimer bolts upright sweating buckets. What the hells was that all about? Gift day?!! UGH! I didn't dream that outcry though... did I?
Not wishing to disturb anyone needlessly, he carefully extracts himself from the bedding and stretches. He then carefully makes his way toward the kitchen area, listlessly pokes at the leftovers, and tosses another log onto the fire.
He queitly makes his way toward the guard bedchambers and knocks lightly and listens. He does the same at Marzena's door.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Solrisa Iome Arabasti |
Solrisa approaches Ascaria in the evening after seeing her gooey slit.
"Ascaria, look! This is weird, right?" Solrisa says, pointing to her stabbing slit, with slime. See spoiler above. "This isn't the 'down there' itches like Mort had, right?"
GM Rat Sass |
At the first door...
The closed door obstructs your sight, but it doesn't prevent you for hearing what sounds like low moaning, and the shifting of a wooden bed on the stone floor. Also the sound of something wet, dragging...
Eri Nandri |
As soon as he sees a gross protuberance on his belly, Eri goes out to find Ascaria. He lifts up his shit and shoves his belly toward the Gnome.
"Is this infected!?!?"
GM Rat Sass |
You barely have a chance to swing the latch door inward, when it's violently shoved into your probing face, bruising your cheekbone. You might have been able to make out something hovering over Theo in his bed, but you have to remember the view past the stars in your sight from the door slam.
Mortimer Smith |
"Augh!" cries out Mortimer, grabbing the door handle but really wanting to rub his bruised cheekbone instead. At least I know I'm not dreaming now... He holds the door shut and calls out, "People! We've a problem here! Something is in Theo's room with Theo! Bring light!"
Ascaria |
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Earlier with Sol and Eri.
"Yeah, you lot have the same disease I bet. We'll need to get back to town, and quickly, to relieve everyone."
Ascaria frowns, annoyed that he cannot yet cure the affliction himself. This is going to get expensive...
Later when Mort starts shouting.
Ascaria bolts upright in bed and casts Light on his hat. He puts it firmly on his head as he gets up to see what all the fuss is about.
Mortimer Smith |
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+3 (+2 base/wis, +1 headband)
Initiative+2
CMD = 23, 21 if flat footed
Flexibility Slots: 4/5
Shirt Slots: 10/10
Catch OffGuard
Mortimer looks down at his hand holding the door shut and scowls.
Why am I waiting? Two can play at this game...
Assuming the Thing is still near the door, he takes a deep breath, releases the door handle, and tries to kick in the door.
Heel Kick: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21 -Power Attack for Damage: 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11 +Power Attack
Ascaria |
Solrisa smiles at Ascaria. "Are you sure it's the same? I feel fine."
"I'm pretty sure Sol. It looks the same. But here, let me examine you."
Heal: 1d20 + 8 ⇒ (5) + 8 = 13
"...well I can't tell now, but I'll cast another diagnose disease in the morning, when I have my full complement of spells if you like. Then we'll know for sure."
Solrisa Iome Arabasti |
Solrisa smiles at Ascaria.
"Well, I'll just cut it out myself then," Solrisa says cheerily drawing her dagger. "I think it's one of those wormy things. Let's see!"
Solrisa tries to cut out/open the thing.
1d20 - 1 ⇒ (4) - 1 = 3 Heal
"Oopsie! Wrong lump!"
1d4 + 3 ⇒ (2) + 3 = 5 damage
She readies again...
Ascaria |
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (8/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria reacts when Sol starts carving herself up. ”Stop that! No, that won’t work. It’s a disease, and we’ll heal it as such in just a couple days. You must be patient. Cutting yourself is not going to do the trick. There’s lots of things you need down there, and I’m no barber.”
”You’re just going to have to be patient and I will cure you. But not this way, this will only lead to further complications and injury and will not heal you.”
”I know it’s hard, but you must wait and trust me. Now go to bed and we'll talk more in the morning - I'll have a fresh look at you then.”
Worried about the spells he has left, Ascaria channels to heal Sol of her injury.
Channel Energy (healing): 3d6 + 1 ⇒ (4, 5, 2) + 1 = 12
GM Rat Sass |
Consultations with the Gnome
When Ascaria is made aware of both Eri's and Solrisa's new affliction, he has time to study the unusual situation.
The two of them are both infected by a single worm, which is very odd, considering the masses of worms that swarmed around them both during the early phase of migration from the dragon egg.
The entrance wound is quite a marvel. The worm is able to anesthetize the skin with its mucus, then burrow beneath the skin, allowing the slit to close behind it. These two worms avoided your channeling energy, thanks to the thick skin of both the maiden and the archer.
The worm in Eri's side seems more active. It's given off tendrils, which seems to root the horrible thing a little better in the muscle. And yet, it doesn't seem to have infected the host. Not without trying, as some of the fascia is torn in the attempt. A single dagger cut, and you're able to remove the worm, slowly, without causing Eri much damage at all.
The worm in Solrisa's belly, well... it has no tendrils at all. It is quite intact, as if something prevented it from spreading from the start. You can easily remove the worm from its dermal bedroll, with the maiden's help, in fact.
These worms are nascent in form. Somehow, they were able to overcome the hatchlings, but failed to infect your companions. Perhaps these worms, placed in a crib, with a newborn...
Once the worms are removed, they die in a very short time. Faster, if smashed between your invasive fingers.
The Present Evening
Ascaria: 1d20 + 1 ⇒ (13) + 1 = 14
Eri: 1d20 + 2 ⇒ (13) + 2 = 15
Hourpen: 1d20 + 5 ⇒ (15) + 5 = 20
Mortimer: 1d20 + 2 ⇒ (13) + 2 = 15
Solrisa: 1d20 + 4 ⇒ (11) + 4 = 15
Tynan: 1d20 + 4 ⇒ (20) + 4 = 24
SK1: 1d20 ⇒ 14
SK2: 1d20 ⇒ 9
Sampson: 1d20 + 4 ⇒ (18) + 4 = 22
Rauffe: 1d20 + 1 ⇒ (5) + 1 = 6
Joppa: 1d20 + 1 ⇒ (6) + 1 = 7
The peace of the evening is shattered, as Mortimer yells, then attacks through the northern door, bludgeoning the darkness on the other side.
War Door: 1d8 + 4 + 4 ⇒ (2) + 4 + 4 = 10
With your light, and the door now fully opened, you can see the entirety of the scene unfolding in front of you.
An emaciated creature stands before you, injured by your doorswing. Where once a vital flush of blood stood within the cheeks of soldier Davy now writhes a skull-like visage, worms where eyes once sat. Somehow, the worms seem to reach from the face, in your direction, as if sensing your vitality.
At the bed, poor Theo is pinned by the second creature, worms dropping from its face into Theo's. The bed continues to creak under the weight of two humanoids.
The creature at the door reaches its appendages up, and down upon your chest.
Slam Attack: 1d20 + 9 ⇒ (20) + 9 = 29 for 1d6 + 6 ⇒ (5) + 6 = 11 damage
Confirm Critical?: 1d20 + 9 ⇒ (3) + 9 = 12 for 1d6 + 6 ⇒ (5) + 6 = 11 damage
Please Make a Fortitude Save, DC 14.
Also, you notice a singular green worm, moving up your bicep, searching...
The other creature releases its pin, readying to meet you himself. What was once Elliot, that is.
Ascaria casts Light, and jumps from bed. Eri scrambles to his feet, and gathers his weapon. Feel free to ignore your weapon, if you want to move into the hallway instead, Eri.
Round 2
Tynan- 24
Sampson- 22
Hourpen- 20 (Absent)
Eri- 15+
Solrisa- 15
Mortimer- 15- (-11hp, )
Ascaria- 14
SK1- 14- (-10hp)
SK2- 9
Joppa- 7
Rauffe- 6
The party is up! Please post first round actions if you haven't already, upon first waking, thanks to Mortimer's bellow. Round 2 is afoot!
Mortimer Smith |
Round 2, Init 15
AC 19, 23 on AoO; 28/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+3 (+2 base/wis, +1 headband)
Initiative+2
CMD = 23, 21 if flat footed
Flexibility Slots: 3/5
Shirt Slots: 10/10
Improved Grapple
Fort: 1d20 + 5 ⇒ (17) + 5 = 22 (+4 more if inhaled and contact poisons, +2 more vs. disease)
"I don't think so Jelly Boy, you're not my type!" sneers Mortimer, pouncing on what's left of Davy.
Mortimer drops Catch Off-Guard in favor of Improved Grapple.
Improved Grapple: 1d20 + 9 ⇒ (13) + 9 = 22 for Damage: 1d6 + 10 ⇒ (6) + 10 = 16
"C'mon, the more the merrier," he challanges what is left of Elliot.
Ascaria |
Round: 2, Initiative: 14
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (7/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
”Hrm. Might be something I can do at that. Hold still…”
Heal: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
He does in fact use his dagger, properly cleaned with god’s own water, to dig in and carve out the worms. Please read the Heal check spoiler in Rat Sass’s post above.
He’ll then channel once to heal them both of the injuries from the surgery. ”I could get the hang of this I think.” he says as he finishes. ”Need better tools though, and more training.”
- - -
Mort feels some of the damage ease as Ascaria is jolted.*
Ascaria rushes to Mort’s side - or at least close to it (double move).
* Mort heals 5hp of damage thanks to Ascaria.
GM Rat Sass |
1d4 + 2 ⇒ (1) + 2 = 3
1d20 ⇒ 11
1d20 ⇒ 18
Tynan, Solrisa, and Ascaria make their way from their sleeping quarters to investigate the reason for the giant's sturm und drang, while Hourpen remains blissfully ignorant of the circumstances arising below. Eri opens Marzena's quarters, only to find her sleeping fitfully, despite the ruckus outside her door.
Mortimer rudely declines his opponent's gift, instead wrapping Davy in a smoldering embrace.
The green worm working its way up Mortimer's shoulder arrives, then proceeds to burrow into the giant's shoulder meat. 1 hp of damage
1d4 ⇒ 4 more worms debark from the hideous face of the Spawn, and onto Mortimer's chest.
Also, please make a Will Save DC 14, or become Panicked. Tynan and Ascaria benefit from Solrisa's presence, so be sure to include a +4 to your roll.
The creature within Mortimer's grapple appears to heal from some of its burns...
This worm is different from the worms you extracted earlier in the evening. Once beneath the skin, it doesn't seem to stop its burrowing. It appears to be heading towards Mortimer's spine. There is something dire here. You cannot extract a worm once it's made its way into the skull...
Both Spawn concentrate on Mortimer, eager to leave the room for those waiting beyond the giant.
Slam Attack, Grappled, M: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 for 1d6 + 6 ⇒ (2) + 6 = 8 damage
Slam Attack, M: 1d20 + 9 ⇒ (4) + 9 = 13 for 1d6 + 6 ⇒ (5) + 6 = 11 damage
Sampson finds his way towards Marzena's quarters, as do Joppa and Rauffe, suddenly aware of Eri's appearance at her door, at night. The two draw swords, and close on the archer.
"Oye! What do you think you're doing?! Marzena's not to be disturbed!" The two ignore Mortimer's smash-in of the northern bedroom door for a moment, but they do seem to notice something beyond him in the room.
Round 3
Tynan- 24
Sampson- 22
Hourpen- 20 (Absent)
Eri- 15+
Solrisa- 15
Mortimer- 15- (-15hp, 1rd)
Ascaria- 14 (-5hp)
SK1- 14- (-21hp)
SK2- 9
Joppa- 7
Rauffe- 6
The party is up!
Solrisa Iome Arabasti |
Round 3, Init 15
Solrisa draws her sword as moves to see what Mort is doing...hugging the wormy dead.
"Oh, Mort! Don't touch those!! They'll give you the Green Slimies!!" Solrisa warns helpfully. "Now stand aside and let me at them."
Solrisa recklessly swings her sword at the one Mort holds.
1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11 to hit; (cover)
1d10 + 6 ⇒ (10) + 6 = 16 magic damage.
AC=16 (4 armor +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = long sword
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 0/2 used
Breath of the Dragon 0/1 used
[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4[/dice] magic damage.
Eri Nandri |
Round 3, Init 15+
Eri stops checking on Marzena and puts his hands up.
”Just making sure nothing is attacking her. She is the reason we fought through all the lizard men. Turn around and see if you can help Mort!”
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (4/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (1/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Tynan Swale |
Round 3, Init 24
Will Save: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
The sight of the worm boring into Mortimer triggers utter panic in Tynan. Dropping his swords, he turns and flees up the stairs out of the basement.
I have to get out of here before they infect me too...
HP:34/34
Saves:Fort 4, Ref 8, Will 2
Hourpen |
The night air lingers lightly over the keep as a momentary break in the clouds reveals the shine of stars. Filled with a meal of field mice Chasah is perched motionless above the snoring halfling.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Chasah, Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Mortimer Smith |
Round 3, Init 15
AC 19, 23 on AoO; 25/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+3 (+2 base/wis, +1 headband)
Initiative+2
CMD = 23, 21 if flat footed
Flexibility Slots: 3/5
Shirt Slots: 8/10
Improved Grapple
WillDC14: 1d20 + 3 ⇒ (18) + 3 = 21
"Oh, Mort! Don't touch those!! They'll give you the Green Slimies!!" Solrisa warns helpfully. "Now stand aside and let me at them."
Never so glad to hear that voice as I am now...
Mortimer steps back five feet, dragging Davy's remains with him so that everyone might have a better shot at hitting the Thing.
"Have at!"
IGMaintenance: 1d20 + 9 + 5 + 1 + 2 ⇒ (20) + 9 + 5 + 1 + 2 = 37 +Grapple, +Combat Maneuver Grapple, +Improved Grapple for Knee Damage: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (4) = 15 Cold damage and Immolation: 1d6 + 10 ⇒ (2) + 10 = 12
Confirmed Crit?: 1d20 + 9 + 5 + 1 + 2 ⇒ (10) + 9 + 5 + 1 + 2 = 27 for Knee Damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (1) = 13 Cold damage
I saw this on T.V. once.
Ascaria |
Round: 3, Initiative: 14
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (6/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Once again, Mort’s injuries heal while Ascaria hurts, a little.*
Ascaria takes in the scene, and is repulsed...
Will: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
…but he does not flee. Instead he worries about the many and varied worms on Mort’s body. He moves up and channels energy to harm undead, hoping that will cleanse the big man. Just in case he'll select out Elliot.
Channel Energy (harming): 3d6 ⇒ (4, 1, 3) = 8
* Mort heals 5hp of damage thanks to Ascaria.
GM Rat Sass |
1d20 ⇒ 12
1d20 ⇒ 9
Tynan takes flight, heeding his baser instincts of self-preservation. Hourpen rustles for a moment, almost aware of the conscious world spinning into turmoil beneath him. Eri settles some soldiers down, pointing them in the right direction. Solrisa slashes at the Spawn, almost connecting but for the giant's shoulder blade. Mortimer brutally ends the thing within his arms without fear, letting it slip to the floor. One or two errant worms wriggle free from the corpse, but stop moving shortly thereafter, shriveling. Ascaria keeps from releasing his bladder, and purges the area of worm, while injuring the second Spawn with his energy. It seems to heal a little from its injuries...
The worm on Mortimer's shoulder continues its course. You can calculate that within 2 rounds, it will seat itself with the giant's skull. Heal Check DC 20, as a Full Round Action, with Mortimer's full cooperation, to remove the worm.
Sampson arrives at Marzena's bedchambers, sword drawn, and ready to defend. As Rauffe and Joppa move towards the fight, Sampson nods to Eri, not ordering the archer away. Unfortunately, only Rauffe advances, as Joppa realizes towards what he's running. He stops cold, then reverses his direction, trying to navigate through the kitchen to join Tynan on the stairs.
Rauffe does his best to join the fight! He runs into the northern bedroom, where a very dazed Theo joins him, and they both try to end the creature's terror.
Longsword: 1d20 + 3 ⇒ (17) + 3 = 20 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Longsword: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d8 + 1 ⇒ (1) + 1 = 2 damage
The Spawn retaliates, lashing out at Rauffe, almost ignoring Theo entirely.
Slam Attack, R: 1d20 + 9 ⇒ (16) + 9 = 25 for 1d6 + 6 ⇒ (3) + 6 = 9 damage
A worm-laced Rauffe collapses to the floor, dying.
Round 4
Tynan- 24 (Panicked)
Sampson- 22
Hourpen- 20 (Absent)
Eri- 15+
Solrisa- 15
Mortimer- 15- (-10hp, 2rd)
Ascaria- 14 (-10hp)
SK2- 9 (-14hp)
Joppa- 7
Rauffe- 6 (-9hp)
The party is up!
Ascaria |
Round: 4, Initiative: 14
Weapon Equipped = None
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (6/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Once again, Mort’s injuries heal a little.*
”MORT, you get your ass over here right now. Let Sol hold them off a moment, I need you and I need you now!”
Assuming Mort joins Ascaria…
"Mort, I need to get this worm out of you, and now, or it may kill you. This is not the same as the worms that were in Sol and Eri. This is worse. Please, stand still."
Ascaria tries to remove the worm from Mort’s flesh.
Heal: 1d20 + 8 ⇒ (19) + 8 = 27
When he does so, he holds it up so Mort can see it as he crushes it dropping it on the floor once he's sure it's dead.
* Mort heals 5hp of damage thanks to Ascaria.
Mortimer Smith |
Round 4, Init 15
AC 19, 23 on AoO; 34/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+3 (+2 base/wis, +1 headband)
Initiative+2
CMD = 23, 21 if flat footed
Flexibility Slots: 3/5
Shirt Slots: 10/10
Improved Grapple
”MORT, you get your ass over here right now. Let Sol hold them off a moment, I need you and I need you now!”
Mortimer freezes upon hearing his name. As he walks past Solrisa, he winks and grins at her. "Gee, that little Ascaria is bossy!"
He moves past Ascaria and kneels on the floor to make it easier for the gnome to heal him.
When he does so, he holds it up so Mort can see it as he crushes it dropping it on the floor once he's sure it's dead.
"Thanks!!! Theo's probably got a couple of those too. Can I go back now?"
GM Rat Sass |
The Spawn in the northern bedroom shrieks, at the same time as the gnome pulls the worm from the giant's neck. Without a direct line-of-sight, it still knew...
Solrisa Iome Arabasti |
Round 4, Init 15
Solrisa moves in and swings with 2 hands at the slimy beast (the undead, not Mort). She calls upon the Dragon as she does.
1d20 + 10 - 2 + 3 ⇒ (7) + 10 - 2 + 3 = 18 to hit;
1d10 + 5 + 6 + 10 ⇒ (2) + 5 + 6 + 10 = 23 magic damage.
"Oh Mort!"
AC=24 (4 armor +3 smite +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = long sword
LoH 0/5 used
Quick Shirt 0/1 used
The Dragon Invoked 1/2 used
Breath of the Dragon 0/1 used
[ dice]1d20+10-2+1[/dice] to hit; (bless)
[ dice]1d10+4[/dice] magic damage.
Eri Nandri |
Round 4, Init 15+
Eri moves to the corner and casts message on Ascaria, Mort and Sampson.
<whisper>Sorry Sampson, I didn’t ask permission. This is so we can all stay connected. When you whisper back, everyone can hear.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (4/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (1/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
GM Rat Sass |
7d2 ⇒ (1, 1, 2, 1, 2, 1, 2) = 10
1d20 ⇒ 17
Tynan spends several rounds, working his way to the front door, opening it, then distancing himself a little from the Keep. Hourpen manages to witness this, along with Jurdan and Danyel, and they manage to watch over him until his nerves settle.
Eri enhances conversation between himself, the gnome, the giant, and the captain. Ascaria beckons Mortimer to him, posthaste. With a single incision, the gnome manages to not only stop the worm's progression under the skin, he creates an exit wound which allows him to draw it from underneath, saving the giant from further damage.
Solrisa brings down what has become of Elliot, a heavy blade meeting very little resistance in the man's body, which separates, revealing many more worms working their way deeper into the unexposed flesh from the wound. Worms that are unable to find moist cover shrivel quickly.
Theo sits down hard on the bed, dropping his sword, and clutching at his head, a low moaning huffing from his throat. "Rauffe! Please help. Hurt he. Down." He points to the floor, where his fellow soldier continues to bleed out.
Sampson nods to Eri's whisper, then startles as Marzena's hand reaches through the doorway, landing upon his shoulder...
Round 5-9
Tynan- 24 (Absent)
Sampson- 22
Hourpen- 20 (Absent)
Eri- 15+
Solrisa- 15
Mortimer- 15- (-5hp)
Ascaria- 14 (-15hp)
Joppa- 7
Rauffe- 6 (-9hp)
The party is up! Hourpen and Tynan, feel free to post RP for Rounds 5-9, topside. Ascaria, Eri, Mortimer, and Solrisa, you have the luxury of posting 5 rounds of activity now.
Solrisa Iome Arabasti |
Rounds 5&6, Init 15
"Ascaria, look! Can you help?"
Solrisa gets off Rauffe, trying to help as only she can. She sheathes her sword and offers the Dragon's Hands to help him get back up.
2d6 ⇒ (2, 3) = 5 healing + removes fatigue
GM Rat Sass |
Solrisa's ministrations brings Rauffe to consciousness. His eyes take in the current state of the room, so he pulls himself onto the bed, and collects himself.
"Uh. Ah, thanks." He rubs his neck, having gracelessly fallen to the floor moments before.
Rauffe is currently hosting a slow-burrowing worm along his right clavicle. Another Heal Check DC 20 to remove it...
Theo claps his hands, like a school boy. "Yay!! Rau Rau!! Yay!!" The left side of his face is starting to droop.
Eri Nandri |
Here is 5 rounds. I’m bopping around all day and may not be able to alter these or add anything new until later.
5:perception to notice Sampson’s startle: 1d20 ⇒ 8
6:
7:
8:perception: 1d20 ⇒ 9
9:Casts gravity bow
Ascaria |
Weapon Equipped = Wand Cure Light
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (5/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Round: 5, Initiative: 14
Once again, Mort’s injuries heal a little.*
Ascaria rushes to Rauffe and pulls out his healer’s kit.
Heal: 1d20 + 8 ⇒ (14) + 8 = 22
"Damnit Rauffe, you're infected. Sit still and let me get it. This is going to hurt, just hang on!"
Round: 6, Initiative: 14
Ascaria tries to remove Rauffe’s worm using the healer’s kit to help.
Heal: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
"Sorry Rauffe, I need to try again. Keep fighting it!"
Round: 7, Initiative: 14
Frustrated, he tries again, digging deeper to get at the worm.
Heal: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Round: 8, Initiative: 14
Relieved, he gets out the wand of cure light wounds, but channels once, to help the guards as well as himself, and maybe Mort. He does not heal the two undead things...
Channel Energy (healing): 3d6 + 1 ⇒ (5, 1, 6) + 1 = 13
Round: 9, Initiative: 14
Trying to top off, he uses the wand to heal himself once as well.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
* Mort heals 5hp of damage thanks to Ascaria.
Solrisa Iome Arabasti |
Rounds 6-9
Solrisa tries to help Ascaria.
Round 6: 1d20 - 1 ⇒ (4) - 1 = 3 Heal
"Oops! Sorries! That's not where my finger should go!" Solrisa says cheerfully, putting her finger in what she thinks is a helpful spot to help Ascaria.
Round 7: 1d20 - 1 ⇒ (2) - 1 = 1 Heal
"Oooh...not there either. Sorry...you probably weren't expecting that, were you Rauffe?!" Solrisa says cheerfully, putting her finger in yet someplace else.
Round 8: 1d20 - 1 ⇒ (17) - 1 = 16 Heal
Solrisa checks Rauffe's face for signs of distress, distemper, or dyspepsia. Finding none, she nods and smiles at Rauffe, pronouncing him fit.
"Feel, Rauffe! I think you'll be fine!" Sol says cheerfully. "The Green Slimies won't bother you again."
Mortimer Smith |
Round 5, Init 15
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+3 (+2 base/wis, +1 headband)
Initiative+2
CMD = 23, 21 if flat footed
Flexibility Slots: 3/5
Shirt Slots: 10/10
Improved Grapple
"Rauffe! Please help. Hurt he. Down."
Uh-oh...
"Theo! Theo !! Hang in there! Theo! Remember the green field outside, and the terrible food Joppa makes! Hang in there!There's plenty more where it came from to which to look forward!"
C'mon, guys... is there hope for Theo?
Round6:"Sol, Ascaria! Come look! Theo!! Theo!! Do you hear me?! Stay with us!"
* If Theo fades comepletely: Ahh! Gotta try to knock the worm out of his head! "Sorry about this..."
* Non Lethal LHook: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 for Damage: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
* If necessary: Non Lethal RHook: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 for Damage: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
Round 7-9:
If Theo "needs" to be knocked out or is healed in or before Round 8, Mortimer will move to check on Marzena.
GM Rat Sass |
Eri watches as Sampson sets back from Marzena's doorway. Marzena, tired and pale, steps into the hall, a stricken look of concern on her face. "What is it? What is going on?" Sampson pats the air in front of her chest, motioning for her to return to her bed. She complies, begrudgingly, and the captain closes the door, then proceeds to stand guard, until given the all-clear by those actively engaged.
Sampson whispers back at Eri. "Are we good? Is there still a threat?"
Ascaria seizes the moment, taking advantage of his recent technique practiced on the giant to practice yet again with the soldier sitting at the foot of a bed. Rauffe hisses in pain as the gnome carves his skin below the collarbone, as the worm banks towards the man's chin. Taking a second slice at it, Ascaria succeeds! The worm attempts to curl back on the gnome's invasive fingers, but finds nothing but a quick death as it's squished like a rotten grape. The blood newly flowing down the man's chest stops as the gnome radiates his healing energy. Solrisa's ample... enthusiasm... seems to distract the soldier enough to suffer through the extraction.
In the meantime, Mortimer posts a vigil on Theo. The young soldier smiles, as much as half of his face will allow, and laughs loudly as the gnome pulls the worm from his mate's shoulder. "Ah huh! Waoh! Ah." As the giant stands over the soldier, he sees one eye turn outward, where it stays. It's only a matter of seconds, and Theo grows quiet, then stumbles while he stands.
Mortimer throws a quick punch, which snaps Theo's head back so violently, he collapses into the bed awaiting him. The soldier's eyes have rolled entirely up into his head, and have begun to sink into the sockets...
Hourpen and Tynan arrive shortly thereafter, as does Joppa. Jurdan and Danyel stand at the top of the stairs, listening to the activity below.
Please post single round actions at this time.
Mortimer Smith |
* “Something startled the captain. Marzena may need attention. Sampson, what’s happening?“
Sampson wrote:*"Are we good? Is there still a threat?"
Mindful of Sampson's probable proximity to Marzena, Mortimer is glad for the opportunity to whisper so effectively.
"Sampson, Eri? -- Marzena's status? Is she O.K.?! Everyone here seems fine except -- ' not sure about Theo. I think ... might be gone... Ascaria and Sol will look closer, I think."He looks at his companions hopefully. "Ascaria -- Sol -- did I knock it loose?" He points to Theo's inert form on the bedding. He watches in horror as Theo's eyes sink back into their sockets.
"Too loose, maybe?!" He takes on a defensive posture. Ready to knock what's left of Theo into next week if he starts spewing worms.
Ascaria |
Round: 10, Initiative: 14
Weapon Equipped = Healer’s kit, wand cure light
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = None
Life Link (5)(100’) = Eri, Hourpen, Mort, Sol, Tynan
Channel Energy (5/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (1/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (2/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria takes a closer look at Theo. That doesn’t look good.
Heal: 1d20 + 8 ⇒ (18) + 8 = 26
Depending on what he finds, he acts further to help him, or he steps away and puts away the wand.