
Bud Wiser |

"I smell burnt bacon. Are you ok up there? I'm not carrying your body out of here! If you think a door might be trapped you might want to ask one of the rest of us to detect it for magic first. Just saying."
That thing is going to get itself killed. I for one am not dragging her out. Wonder if the strong guy would carry her out or eat her cooked corpse.

Tofutee |

"You don't smell burnt nothin' ya old saucepot. Less its the last few brain cells you have combusting in your head on thinkin' too hard." The baconling shoots back as she waits for the door to cool off.

Terquem |
Day 7, approximate time of day 10:40 am( turn 65, turn 4 of 6) The fourth level of the Dungeon
When the temperature in the Passageway rises significantly, though briefly, a bit of vapor wafts off of Misty, just a tiny little bit
It will take abut one turn for the door to cool enough to be touched, the lock is undamaged, and when the door is cooled Tofutee or anyone with the spell or skills needed can try to open the lock, the Magical trap will not reset until the Maintenance Crew gets the proper ticket and begins the process to address the scope of work needed to reset the trap, and that can take hours, well 24 of them exactly
The door glows a dull red. Luckily it was a fast spell, with a short duration, meaning the metal door is definitely hot, but not so hot that it will take hours to cool off. You can wait a while, and then try to unlock the chain holding it down, or keep moving to the north. The stairs beyond the Portcullis are tempting, so what will you do?
If you want to keep on this level and bypass the Portcullis, keep trudging north, go to the Discussion thread and roll d20 for a new Periodic Check

Tofutee |

"Hey drinky, think you could pour a bunch of cold water on that? I always heard that heating metal after it is finished is bad for it, cooling it quick is bad too. Makes it hard to replace any bars that get melt-y around monsters with fire."
Tofutee informs gesturing at the portcullis.
I'm assuming that rapid cooling wont do significant damage but will put the strength DC to shatter the lock/s after they are all melty lower.
IF not: 1d20 + 13 ⇒ (17) + 13 = 30
and if that doesn't work Tofutee will take 20 to pop the lock.

Tofutee |

Tofutee looks from the steaming gate to Larg's new hairdo. "Well I guess we can be sure that any enemies we encounter will stand confused as you run up to them wondering what exactly is hiding under all the curls."
Tofutee glances to the gate as it cools. "So we want to go this way or try another path?"

Terquem |
Day 7, approximate time of day 10:50 am( turn 66),] (turn 5 of 6) The fourth level of the Dungeon
Misty summons a torrent of water to fall from the ceiling above the red hot Portcullis and a blast of steam fills the passageway. Not hot enough to be a discomfort, the sudden rise in the humidity is only apparently when Larg’s fur begins to lift and curl.
Once the steam clears, Tofutee examines the locked Portcullis for signs of damage
There is a 50% chance that the Portcullis has been warped so badly that it is now permanently wedged in the down position
less than 50?: 1d100 ⇒ 37
It seems obvious to Tofutee that the gate will now be jammed shut until the repair crews get a work order to fix it.
So, moving on to the north sounds like the only option.

Terquem |
Day 7, approximate time of day 10:50 am( turn 66),] (turn 5 of 6) [/ooc]The fourth level of the Dungeon[/ooc]
Looking to the north, Misty spots an opening in the wall of the Passageway just ahead on the left. The opening is flanked by simple columns indicating a Chamber lies beyond the opening
Will Tofutee creep forward to peer around the columns that flank the opening?
Stealthy: 1d20 + 16 ⇒ (15) + 16 = 31

Tofutee |

pretty sure the last undead group was a CR5 as well.
"is that fingersnapping and aggressive dancing I hear?" the bacon ninja mutters to herself as he peers ahead.

Terquem |
Going back to look at things I think we made a little mistake, The stairs, where the encounter with the undead gang first occurred go down Three levels, not two levels, and you started on level 2. That puts the heated Metal Portcullis on level 5, and the current encounter in the chamber, about to occur, also on level 5
Day 7, approximate time of day 10:40 am( turn 66),] (turn 5 of 6) The fifth level of the Dungeon
Pausing in the passageway, the group listens for any signs of danger, and peers to the north at the opening in the wall on the left, but nothing can be seen or heard

Misty Prominence |
1 person marked this as a favorite. |

My bad, I was going off of your headers and didn't really keep up with it personally. :(
Misty watches Tofutee pause to listen and look about, then gave her an encouraging and reassuring wave of the hand, like a mother sending a child away from the car on its first day of school.

Tofutee |

The plant woman on being waved at Heh continues with her examinations
note to self, purchase an industrial sized tin of those fancy mints that bubble when in soda. the baconling mutters as she continues her looking about.

Tofutee |

Tofutee' bravely retreats back to the group.
" so there is a big empty room with two treasure chests in the center of it. Obvious trap being obvious I'm want to make a pair of lasso put them around the loot and we can run off with it. Think ill need most of the rope we got for it though. Any objections?"

Tofutee |

because the last time I assumed an empty room was fine I very nearly got a new part for my hair courtesy of that axe weilding imp.

Tofutee |

Tofutee shrugs "Ok, well I'm just gonna be over here making some lassos. Horns, you feel like pulling if I can land them?"
Assuming there is no issue with making lassos
On crafting the objects Tofutee returns to the entrance and hefts them toward the chests.
fortunately I'm looking for a 5 to hit an object far as I know.
Hup!: 1d20 + 9 - 4 - 4 ⇒ (4) + 9 - 4 - 4 = 5
Hup!: 1d20 + 9 - 4 - 4 ⇒ (6) + 9 - 4 - 4 = 7
Penalties= Non-proficiency, 2 range penalties for 25ft range. I'm also expecting the second one to be interrupted but such as it is when I can't spot the bad guys.
Initiative (assuming it is needed: 1d20 + 4 ⇒ (1) + 4 = 5

Tofutee |

Tofutee glances to her rope, then over to the pickled drunk. The plant shrugs dropping the half finished rope and pays attention to the drunkard as he so kindly prods the obvious trap with his face.
"And so I dub thee, "Bait" of the master class variety. Hrmm.. I wish I had a crunchy snack to watch this with. Like popcorn, or cockroaches." The baconling mutters with amusement.

Terquem |
Day 7, approximate time of day 10:40 am( turn 66),] (turn 5 of 6) The fourth level of the Dungeon
Tofutee finishes making a couple of rope lassos, and then throws them into the chamber, missing the boxes by several feet, before she can haul them back and try again, Bud strolls into the chamber. When he is a few feet from the closest chest he hears the snapping of bony fingers in a quick tempo
Shadowy man like beings, who look a little like better dressed versions of Bud, come out of the shadows, and approach bud menacingly
The BloodHawk Gang Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Tofutee |

"Sorry but I didn't miss anything on account of not being a braindead moron and walking into a room that was obviously a trap." tofutee shoots back clearly amused by buds position.
"Also" Tofutee begins pointing toward the background area.
"Do you guys even see their roadies? The production qualities are great and that guy over there looks like a carton blur wearing cargo pants. I'm not even mad that I didn't see them coming. I mean damn." The baconling says gesturing to a splotch on the clearly uniform wall. Yet again proving that while she might act normal-ish on occasion the plant woman was still loose a dozen screws.

Misty Prominence |

"I don't really see anything, no." Misty said, still in the hallway, and bored with the treasure fishing game. Tofutee should have sent an elemental to do that job. She didn't belong fishing.
Slowly she turns back. "Oh."
Init: 1d20 + 3 ⇒ (14) + 3 = 17
She promptly moves into the doorway, getting close enough to Bud to affect the spell... and promptly casts Obscuring Mist, giving him the chance to back out of the bad situation.
Unfortunately for him, and everyone else involved, you can already tell -everything- is going to be sticky when all's said and done.

Terquem |
Day 7, approximate time of day 10:40 am( turn 66),] (turn 5 of 6) The fourth level of the Dungeon
Tofutee initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Larg Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Tofutee – 15
Larg - 11
Misty – 17
BloodHawk Gang - 9
Bud – 4
As soon as Bud recognizes the danger and gives out with a call for help, Prink moves into action, but for some reason it is difficult to see the threatening monsters clearly, and Praink ends up throwing a shadowy spell into an open square
Misty moves up next to Praink and fills the front of the chamber with an obscuring mist. The fog is slightly sticky and smells of tangerines
The Bloodhawk gang begin to lurch about in the mist looking for something to attack

Tofutee |

Tofutee shrugs. "Ok, stab anything waxy looking and if it smells like a still you shold probably stop doing that!" tofutee rattles off as she trundles into the fog looking for a Wight to stab.
She moves in a straight line to the nearest wight she knows of and stab'em.
Swishy stab: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
[ooc] Assuming concealment of 20%.[/dice]
Low is good: 1d100 ⇒ 54
Damage: 1d4 ⇒ 3
[ooc] Fighting defensive (the -4), AC is currently 23. [/dice]

Terquem |
Day 7, approximate time of day 10:40 am( turn 66),] (turn 5 of 6) The fourth level of the Dungeon
Misty – 17
Tofutee – 15
Larg - 11
BloodHawk Gang - 9
Bud – 4
Round 1…
Tofutee reaches out into the mist and slashes at a shadowy figure. She hears a groan
Larg Charges into the room, and heads for the nearest shadowy figure, hoping to plant horns in its face
Charging Gore: 1d20 + 10 ⇒ (8) + 10 = 18
Miss Chance, low is bad: 1d100 ⇒ 32
Larg feels something semi-solid on the ends of his horns and hears a *yelp*
Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
With Bud, Larg and Tofetee in the chamber, the strange gang members group around looking for someone to hit
Attack versus Bud, AC 14 (ff): 1d20 + 4 ⇒ (1) + 4 = 5
Attack versus Larg, AC 23: 1d20 + 4 ⇒ (4) + 4 = 8
Attack versus Tofutee, AC 23: 1d20 + 4 ⇒ (9) + 4 = 13
But the combination of fast moving targets and the thick mist keeps them lost and confused for the moment
Bud you are up
Wight #2 - takes 13 damage

Tofutee |

With the fog I'm assuming that I can't get sneak attack off. So I'll stand still and full attack.
Tofutee hearing more than seeing the success larg had with his pointy horns glances to her rapier and then shrugs dropping the blade and laying into the creature with her fists.
Slam1: 1d20 + 9 - 4 - 1 ⇒ (15) + 9 - 4 - 1 = 19
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Miss% Low=bad: 1d100 ⇒ 42
Slam2: 1d20 + 9 - 4 - 1 ⇒ (11) + 9 - 4 - 1 = 15
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Miss% Low=bad: 1d100 ⇒ 10
Bite?: 1d20 + 9 - 4 - 1 ⇒ (1) + 9 - 4 - 1 = 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Miss% Low=bad: 1d100 ⇒ 51
The baconling lets out a grunt of effort at each blow but only the first strike is lucky enough to land on the moving target.
"Oi, Drunk, are you safe out of the mist? Also good idea on the mist water lady, though it is a bit.. sticky. I can't properly rekill these things with all the smoke blocking my view of their vitals. So let me know when we are good to drop it"

Terquem |
Day 7, approximate time of day 10:40 am( turn 66),] (turn 5 of 6) The fourth level of the Dungeon
Misty – 17
Tofutee – 15
Larg - 11
BloodHawk Gang - 9
Bud – 4
Round 2…
[As Praink begins going over a list of possible spells to use, Misty inches a bit closer to the entrance, peering through the misty mist, for a chance to see what is going on
Tofutee reaches out for a shadow in the mist and wails furiously with tooth and claw
Larg stumbles around in the mist, looking for something to hit, but he seems distracted by the weight of the mist his fur is absorbing.
The shadowy creatures wander around and try to attack anything they come across
Attack versus Bud, AC 14 (ff): 1d20 + 4 ⇒ (15) + 4 = 19
Attack versus Larg, AC 23: 1d20 + 4 ⇒ (3) + 4 = 7
Attack versus Tofutee, AC 23: 1d20 + 4 ⇒ (12) + 4 = 16
Before Bud can step back out of danger and cast a spell he senses the very close presence of something not quite alive
%miss change, <20 is a miss: 1d100 ⇒ 61
Bud feels the slam of a fist against his side
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Round 3 begins now
Wight #1 – takes 8 damage
Wight #2 – takes 13 damage

Tofutee |

"Hey horns, you alright over there? I hear vigorous grunting but whatever you hit isn't dead yet." The plant woman asks with a small twinge of amusement. "Guess the Custard making hand hasn't warmed up yet."
The Baconling then looks at the opponent in front of her
"Don't suppose you want to just give up your treasure and call it fair?" The question immediately followed by another flurry of furious frenetic harm dealing.
MissX3 low is bad: 3d100 ⇒ (53, 19, 85) = 157
slam: 1d20 + 9 - 4 - 1 ⇒ (6) + 9 - 4 - 1 = 10
Whack: 1d3 + 2 ⇒ (2) + 2 = 4
slam: 1d20 + 9 - 4 - 1 ⇒ (20) + 9 - 4 - 1 = 24
Whack: 1d3 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 9 - 4 - 1 ⇒ (16) + 9 - 4 - 1 = 20
Crunch: 1d4 + 2 ⇒ (2) + 2 = 4
tofutee's AC is still 23. If she can 5ft step to a position that would allow her to get off flanking that would be cool. But I assume that the Wights are blocking movement to permit that very easily. Please do let me know if I'm wrong.
[ooc] EDIT: I'll be sad if the mist isn't down as that crit will miss. rolling to confirm in hopes that it is.[/dice]
Slam2 CC: 1d20 + 9 - 4 - 1 ⇒ (17) + 9 - 4 - 1 = 21
Whack Crit damage: 1d3 + 2 ⇒ (1) + 2 = 3

Praink |

Praink is unable to find a spell that seems to fit the situation, so he goes back to his trusty stand-by. He sends shadowy tendris out to hinder one of the creatures.
attack: 1d20 + 3 ⇒ (11) + 3 = 14
Using my binding darkness school power on the nearest creature. It is entangled on a hit.

Terquem |
Day 7, approximate time of day 10:40 am( turn 66), (turn 5 of 6) The fourth level of the Dungeon
Misty – 17
Tofutee – 15
Larg - 11
BloodHawk Gang - 9
Bud – 4
Round 2, errata
Bud withdraws from the chamber, slipping quietly back out into the passageway.
Round three…
As soon as Misty sees Bud come back from the danger zone, she drops the Mist, which falls to the floor like a curtain and then disappears.
Praink, sensing there will be a change in the situation delays his decision for just a moment, and then as soon as one of the shadowy looking men is in sight, he binds the creature to the ground with tendrils of darkness, in the dark…
Leaping at the chance to engage, hand to hand, one of the dangerous and gaunt looking creatures, Tofutee goes completely mental and opens several cans of grade A whoop ass, tearing fetid flesh from the monster’s hide
With the chamber no longer shrouded in mist, the monsters rush forward and attack, one of them shouts a guttural complaint, when he realizes he cannot move
Attack versus Larg, AC 23: 1d20 + 4 ⇒ (12) + 4 = 16
Attack versus Tofutee, AC 23: 1d20 + 4 ⇒ (3) + 4 = 7
Bud can take a round 3 action now, then it will be round 4
Wight #1 – takes 19 damage
Wight #2 – takes 13 damage

Tofutee |

Tofutee now seeing her foe grins and readies her smashing limbs.
"Hey, do you think we should stick their heads on sticks and get them to be our backup singers?"
Slam: 1d20 + 9 - 1 - 4 ⇒ (5) + 9 - 1 - 4 = 9
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Slam: 1d20 + 9 - 1 - 4 ⇒ (19) + 9 - 1 - 4 = 23
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Chomp: 1d20 + 9 - 1 - 4 ⇒ (16) + 9 - 1 - 4 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Tofutee pauses in thought after her flurry of flails and looks back at the group of undead. Spitting out the chunk of dead thing she had in her horrible maw.
"Hrmmm... I bet not having lungs would make that hard. We don't need no talking heads."

Tofutee |

"Like twenty years of layered hair gel and body glitter over an old pickled boot. Certainly not my favorite flavor in the world." The plant woman calls back with a amused tone.

Terquem |
Day 7, approximate time of day 10:40 am( turn 66),] (turn 5 of 6) The fourth level of the Dungeon
Misty – 17
Tofutee – 15
BloodHawk Gang – 9
Bud – 4
Larg - 1
Round 3, wrap up
Bud strikes the bound creature, held in place by Praink’s spell, with a ball of pure goodness
Seeing the Old man take some decisive action galvanizes Larg, who finally gets up off the ground and attacks with everything he’s got
Sword Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Shield Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Horn Attack: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Round 4…
Misty stays near the entrance, but hides behind a column, just to not draw the attention of the dangerous enemies, while Praink reviews the situation. Tofutee takes a bite out of crime
The hapless villain is destroyed by Tofutee’s relentless assaults
All that remains is one creature held in place by Praink’s spell
Wight #1 – takes 27 damage - destroyed
Wight #2 – takes 26 damage - destroyed
Wight #3 – (held) takes 5 damage