Biggun Walker
|
I think Rav is the only one off the rope, after pulling off a spectacular double-helix corkscrew jump. Everybody else in still hanging around. I'm at the bottom I believe.
Solie Sunseeker
|
Solie debates between staying on the rope and getting into the danger room. As it turns out, she'd rather face live danger than fall to her death. She scrambles up and off the rope and into the room, cringing at the creatures she can make out in the darkness. She pulls out the wand she'd been given before in hopes of really was a stick of fire.
Move action to get out of the shaft, another to draw the wand.
| GM Zed |
...as the group start to climb from the shaft, they start to see the layout of the room - to the north and the south, there are closed doors - and, to the west and around the shaft, there is another door. But these are not the concern... the priority for now is the dead-eyed guards shambling towards them...
Map updated
Suddenly accelerating as they smell living flesh... and see prey climbing from the shaft, the zombies fall upon Ravboom and Solie... clawing and snarling, they swing at the goblin gunslinger and the gnome.. tearing a nasty gash across Solie's torso.
Void Zombie 1, Claw vs Ravboom (Charge): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15, missing
Void Zombie 2, Claw vs Solie (Charge): 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16, hitting for 1d6 + 5 ⇒ (4) + 5 = 9
Everyone may act now.
| Palomia Kasic |
Round 1
Not wanting to spend another minute on the rope with all the shaking and trembling going on, Palomia quickly scrambles into the room and then tries to clear the way for the others to get inside as well.
Although out of her most potent magic, she fires off a small orb of acid in an attempt to try and distract the zombie-thing from Solie.
Acid (Ranged Touch): 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 ⇒ 3
But in her hurry the orb flies wide, splattering against the wall with a small sizzle.
Move action into the room and then a standard to cast Acid Splash. I'm guessing Palo will risk eating an AoO since she'll have to move through Solie's space to get into the room.
| Relas |
Round 1
In her haste to get to climbing, Relas found himself in the awkward position of trying to follow up the rope after her and the others. Although his claws worked great on enemies they were a little more difficult to manage while trying to climb, and the lack of opposable thumbs wasn't helping either.
Not wanting to risk falling and potentially taking some of the others down with him, he takes the first chance he can to heave himself into the room and join the fight. "Argh! That would've been so much easier with thumbs or wings or something!" he groans as he pushes past Solie and attempts to take a bite out of the closest zombie.
Attack (Bite): 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
| Ravboom |
Ravboom adjusts back 5 ft, the speed of the things having surprised him, he'd always heard undead things were slow. He fires the strange weapon at the one that attacked him.
Enter rage
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Attack, Confirm: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d6 ⇒ 4
Biggun Walker
|
Hauling his bulk over the rim of the entryway, Biggun made his way over in front of Solie and positioned himself as a deterrent for attacking the strange gnome.
| GM Zed |
Stepping backwards, Ravboom raises the alien weaponry and squeezes the trigger... there is hardly any kickback as the strange spur flies from the barrel... and, with a satisfying 'thud' embeds itself in the zombies chest.
As Palomia clambers from the lift shaft, she is slashed at by the zombie attacking Solie…
Klaven Void Zombie, Claw vs Palomia : 1d20 + 5 ⇒ (14) + 5 = 19, hitting for 1d6 + 5 ⇒ (2) + 5 = 7
...yet, reaching for Palomia, the zombie becomes an easy target for Relas – his jaws clamping hard upon the creatures’ leg… strangely, whilst flesh tears and rips under the savage attack, there is no blood.
Waiting on actions from Solie, Globlob and Blekk
Solie Sunseeker
|
Great full for her bulky minio-- companion, Solie uses one of her precious remaining spells for the day to give Biggun a bump in health. A bruised and battered meat-shield was less useful than a fresh one!
Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8
I think Biggun was still in rough shape iirc. Also, where is that CLW wand I've heard talk about? ;p
| Globlob Needlefingers |
Globlob clambers himself up out of the elevator shaft and, spotting the undead things, belts out a rousing ditty for his loyal fans.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
"Icky, goopy dead things walking,
They don't know that we be stalking
Like ghosties in the dead of night.
Jump on out, give them big fright!"
| GM Zed |
Blekk delays
As the group clamber from the lift shaft, they make sure to position themselves behind the largest of their compatriots… namely Biggun and Relas; and, with most of the group on solid ground and Globlob belting out another rousing ditty, the zombies mindlessly swing at Biggun and Relas… slamming forwards with their entire bodies and then, perversely, attempting to lick at them with blackened, barbed tongues…
Klaven Void Zombie 1, Slam vs Biggun:1d20 + 5 ⇒ (3) + 5 = 8, missing
Klaven Void Zombie 1, Tongue vs Biggun:1d20 + 1 ⇒ (1) + 1 = 2, missing
Klaven Void Zombie 2, Slam vs Relas:1d20 + 5 ⇒ (10) + 5 = 15, missing
Klaven Void Zombie 2, Tongue vs Relas:1d20 + 1 ⇒ (8) + 1 = 9, missing
Everyone may act now.
| Ravboom |
Ravboom fires the strange weapon at the one that attacked him, again...
Maintain rage
Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 ⇒ 2
Biggun Walker
|
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"You not lick Biggun!" Biggun screamed out as he swung his chain. "Licking Biggun is a no-no!"
Attack: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 2d6 + 6 + 1 ⇒ (1, 4) + 6 + 1 = 12
| Blekk D'spessmun |
I could've sworn that I posed yesterday, crap...don't know what happened there.
Blekk, momentarily caught in a fantasy where he climbs up the rope, actually does so this time. If he's able to bite at a zombie, he does so.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
| Relas |
Round 2
"Ewww...Palo, why do we keep fighting big blobby things or things with tongues and tentacles?" Relas grimaces as he manages to dodge the zombie's various appendages before shifting behind his target and tearing into it with tooth and claw.
Attack (Bite; Inspire Courage, Flanking): 1d20 + 4 + 1 + 2 ⇒ (19) + 4 + 1 + 2 = 26
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Attack (Claw #1; Inspire Courage, Flanking): 1d20 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9
Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Attack (Claw #2; Inspire Courage, Flanking): 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20
Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
5 foot step to flank with Solie, then making a full-attack!
| Palomia Kasic |
Round 2
With the zombies now distracted, Palo quickly pulls out her crossbow and aims at the nearest one. "I'm more worried about why they're still fighting us when they're dead," she responds grimly as she fires.
Attack (Light Crossbow; Inspire Courage, Into Melee): 1d20 + 3 + 1 - 4 ⇒ (9) + 3 + 1 - 4 = 9
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Palo will aim for the one attacking Solie if it's still alive, otherwise she'll aim for the other one.
| Globlob Needlefingers |
Globlob, true to form, lets his song resound off the walls and draws his bow. Without a second thought, he nocks an arrow and fires it off at the nearest zombie. Namely, the one between Solie and Relas.
Bow: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
| GM Zed |
With clicking from the alien weapon as Ravboom fires it and a salvo of arrows fizzing towards the zombies, the fight definitely starts to swing in favour of the group clambering from the lift shaft… and when Relas and Biggun smash into their targets once more, the battle is won. With the zombies slain, a quiet returns to the room... there are five doors leading from this main chamber - one to the north, one to the south and one to the west and, at the eastern end of the room, a passageway with a junction that leads to a northern door and a southern door... and, once more, there are green disks are embedded within the walls next to the doors...
Actions?
| Ravboom |
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Ravboom eyes the corpses, then uses his rifle butt to smash their skulls until there's nothing but mush and shattered bone where the heads used to be. "Better safe than lunch." He comments, his limbs trembling slightly. Left rage while smashing
Then he tugs some metal cylinders free from the zombies belts. "May be useful..." He comments, showing them to the others. He checks the corpses to see if there is anything else useful on them.
Solie Sunseeker
|
"Try to not be dead, everyone," Solie announced, seeing Palo looking a bit beat up and Biggun still looking worse for wear despite her healing.
Solie peeks over Ravboom's shoulder as he loots the corpses and nods. I see its time to open every door. You first. I will watch out for you from behind you.
| Ravboom |
Was that last bit meant to be a mental thought, or something said out loud?
Solie Sunseeker
|
My bad, out loud. I'm awful at posting on my phone.
| Blekk D'spessmun |
"Palo, you're hurt! Here, take this."
Blekk digs around in his bag and pulls out a dusty, old-looking bottle with a picture of a smiling goblin on it. "Make you feel better, heal wound. Or make you light on fire and burn forever. Either or."
Giving Palo one of my crafted potions of CLW. I've got 2 of those left, plus 1 extract of it (only I can use that one)
| Palomia Kasic |
Palo eyes the old bottle suspiciously for a moment before sighing. "What the hell," she mutters as she takes the bottle, pinches her nose, and downs it in one gulp.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
"Hey...that does feel a little better," she responds, brightening up a bit as some of her wounds heal. "Thanks, Blekk."
| Ravboom |
"No ask why it taste like cherry, you no want to know."
Biggun Walker
|
As the others gathered around and started inspecting the bodies, Biggun walked up to one of the door and looked closely around it. "So, we open door and find way out?" he asked the others.
| Ravboom |
"No, see tunnel?" Ravboom hooks a thumb at the shaft. "It go up and down, so we either in tower or under ground. Went down, found room, no way go down more. That mean we underground, near bottom. We have to keep going up." He points up. "Always possibility we in underground under tower, and exit on random level, so we have to check. But probably not reached top yet. Had big nasty scary thing in bottom level. Had dangerous kidnap victims in second to last level, had weak undead things in this level. Ravboom think whoever take us understand how dangerous it be kidnap us, put us in second most secure place they have."
| Globlob Needlefingers |
Globlob leans over to Palo and whispers loud enough for most everyone to hear, "Taste that way because he use smily goblin named Cherry to make."
With a sage nod, he pulls out the Cure wand and wanders over to Biggun. "You broken. Stop being broken." Pokepokepoke.
Cure Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Wand: 1d8 + 1 ⇒ (6) + 1 = 7
| Blekk D'spessmun |
"Eh. Only part true. Cherry smiled a lot, yes. But didn't use all of her. Just foot. She wasn't using anymore, said Blekk could use."
| GM Zed |
Once, twice, three times Globlob whacks Biggun with the wand… and, through magic rather more than through Globlob’s care, Biggun is restored to full health. Moving around the large chamber, having smashed the zombies and ensuring that they cannot return, the group discover a total of five doors – each closed and with a glowing green disk next to them, there is little to suggest what is behind each of them… even listening at the doors reveals little, the sound of bubbling fluids from beyond the northern door is all that can be heard…
Exploring the various room here then? North, North East, South East, South or West?
Biggun Walker
|
Giving a grunt of thanks to the singing goblin as he felt himself become as good as new, Biggun walked up to the north door. "Biggun say this door look like fun'" he said with a nod.
| Ravboom |
"Perfect, thank you biggun." He promptly walks over to the southern door. "Obviously this is the best door to open first." He holds up the metal cylinder. "Relas, you guard door when it open, you come back from death. Not sure if Biggun can do that many more times. Ravboom know Ravboom cannot."
Once Relas is in position, Rav will set about trying to open the door with the cylinders, or his hands, or Glob's head, whatever works.
| Relas |
As Palo is left looking speechless and a bit horrified at the thought of having possibly just drank pureed goblin (complete with toejam), Relas pads over to the southern door. "Maybe there won't be anything else on this level, after all that ruckus?" he asks hopefully. "I think between us and the monster everything that was here is dead!"
| GM Zed |
With a variety of ways available to open the door - not least of which is using Biggun as a battering ram - Ravboom works on the southern door. Perhaps fortuitously for the outsized goblin, it seems that opening the doors requires nothing more than waving one of the cylinders near the green disk; with a creaking noise, it slides open to reveal the room beyond…
The elongated, octagonal chamber beyond the door is dominated by several glass cases, each big enough to contain a large dog or goblin-sized creature – the cases contain various rocks and branches. A solitary workbench rests on the floor to the south with two unusual diagrams – both seeming to be biological illustrations - affixed to the wall above it. Other than the door in the centre of the northern wall, there are no other obvious exits from this room.
Map update to follow.
| Ravboom |
Ravboom looks at the room carefully.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
The shiny glass cases seem to distract him somewhat however. He carefully looks at all the tools though on the table. "Ravboom not know much about plants and rocks, except some plants good to eat, and rocks make good weapons in pinch. However, Ravboom know 'research lab' when Ravboom see one. Someone here study rocks and plants."
Biggun Walker
|
"But...Biggun want this door..." Biggun said sadly before following Ravboom into the room. Seeing all the fascinating rocks and plants in the room, he gave a snort and said, "See? Biggun door better than Rav door."
| Ravboom |
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Ravboom looks around. "Biggun no on floor dead again, Palo no bleeding out, Solie still crazy, but no broken around edges. Seem like this door better than Biggun door. Biggun can open Biggun door later, get disolved by ooze monster by self. Biggun will have great fun while flesh melting."
| Palomia Kasic |
Still gagging a little from Blekk's potion, Palo desperately tries to get her mind off of it by helping Ravboom look around the room. "You're right, it does look like a lab of some kind. These are probably samples from somewhere," she says, pointing at the various glass cases.
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
"But I don't really know much about rocks or plants - you'd be better off asking a druid," she shrugs before turning her attention to the two diagrams and the workbench. "What have we here...?"
Kn. Arcana: 1d20 + 7 ⇒ (18) + 7 = 25
| Ravboom |
"Ravboom always right." The goblin says automatically.
Solie Sunseeker
|
"Solie is not still crazy. Never was crazy. Might be crazy like grandma someday but that is only when my hair turns white and I get wrinkles. Wrinkles make you crazy," she lectured Ravboom as she crinkled her nose at all the researchy bits and bobs around the room. She had no real taste for this type of experimenting. Experimenting was better when someone could get hurt.
"Nothing exciting here. Maybe we can find another door?" she asks hopefully.
| Ravboom |
Ravboom gives Solie a look, and then whispers to Glob.
"Think Solie still crazy. Think be fun put hair bleach in Solie's hair, turn white." He grins at the bard.
| GM Zed |
As the group move into the room - even though Solie is immediately dismissive - eyes are drawn to the fascinating illustrations on the wall… drawn with fantastic detail, the two diagrams appear to be dissectional in nature – and, as far as he is able to determine, they are of organisms that the friends encountered around the Breakbag village and its environs; a semi-transluscent slime with three protruding pseudopods – almost certainly of the same species as Vuelib, and a fungal black mass with barbed tendrils – again, this appears to be remarkably similar to the growth on the back of Chief Oddle’s neck. There are various lines of text written around the diagrams…
…and then, accompanied by a sudden whirring, a small metallic construct – scorpion-like in its design – scuttles from beneath the southern bench. Emitting a high-pitched squeal, it moves towards one of the western tanks… there is a flash of light from a tail-like appendage, and the glass of the tank shatters into thousands of shards.
Almost instantly, an acrid smell fills the air and, seeping from an open vessel within the destroyed tank, a black ooze starts to flow towards Blekk.
Initiative for Party and Enemy
Ravboom, Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Globlob, Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Solie, Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Palomia / Relas, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Biggun, Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Blekk, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ooze / Robot, Initiative: 1d20 - 1 ⇒ (7) - 1 = 6
Initiative Order
Palomia/ Relas, Ravboom, Solie, Blekk, Biggun, Globlob then
Ooze and Robot
Everyone may act now.
| Ravboom |
Rav, with the odd gun still in his hands, growls. "See Biggun? South room fun for you.. Go get 'em." He drops the gun into position and fires at the metal scorpion!
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 ⇒ 1
Biggun Walker
|
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Crit Confirm: 1d20 + 2 ⇒ (16) + 2 = 18
Crit Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11
"So maybe Rav door fun too!" Biggun said with glee as he moved towards the ooze. "Wonder how you taste as jelly?" he asked as he swung his chain.
Solie Sunseeker
|
Solie draws her crossbow, but can't even get in to make a shot anyways. So she just holds the bolt and waits in case she gets a clear line of fire on something.