Glexit Nenroy
|
In hopes of getting in Glexit attempts to burn down the door. As he raises his hands sparks fly from his fingertips trying to light the door on fire.
"We need in there now. I will handle this.
Immediately after he casts, Glexit moves away as not to be seen as guilty of burning the door down. As he moves away he grins ever so slightly.
Oh that was fun.
| DoubleGold |
In case it was not clear, moving away without casting vanish will require a stealth check, otherwise with vanish you just move away without fail.
stealth: 4 + 1d20 ⇒ 4 + (13) = 17 And Glexit manages to slip away before anyone even notices the door is on fire, it then burns away and there is nothing much they can do, as when they go to put it out, it is too late. Ten minutes later heroes go through the open door when everyone is away, pocket the stuff they need in their backpacks and leave the scene.
Good job, give you the next task tomorrow. By the way, don't try that creative stunt with others DMs, I let some really weird creative stunts fly.
| DoubleGold |
C. EXTRACTING PROOF
The last of the three possible tasks requires the PCs to
secure proof of the Aspis Consortium’s alchemical tests
in Diobel by venturing beneath the streets of the Bristles
District and into the city’s underbelly
The PCs enter from the ladder in the northeast corner
of the map on page 14. The slowly flowing sewage is 2
feet deep. Chemical runoff has killed the bacteria in
the sewage, so there is no risk of contracting a disease
from it, but creatures that enter the sewage are sickened
until they wash it off
succeeds at a
that the statue of a rat depicts Hanspur, a lesser-known
deity of waterways and smugglers.
| DoubleGold |
The pcs goes down a dead end. Then they see a shadow of something behind them or do they Perception checks please, to notice it
stealth: 2 + 1d20 ⇒ 2 + (17) = 19 You must beat that stealth roll.
perception: 2 + 1d20 ⇒ 2 + (5) = 7 to notice you, it must roll a 12 or higher due to distance and light and its low intelligence to recognize you as a creature.
Anyone who gets that perception of 19 or higher, gets to act in the surprise round, it, the beetle, the giant beetle will be surprised as it doesn't know you are a creature
| DoubleGold |
perc: 6 + 1d20 ⇒ 6 + (5) = 11 Glexit
perc: 2 + 1d20 ⇒ 2 + (19) = 21 Muri He will try to ray of frost it before it alerts anything. hit: 4 + 1d20 ⇒ 4 + (3) = 7 dmg: 1d3 ⇒ 3
It is unhurt, but it does run from a nearby impact, not realizing what tried to attack it.
Heroes go back to the other way. You all see the creature running away.
It is flatfooted, but keep in mind noise levels, like spells of thunder and stuff, it might have buddies. The creature does glow a little but none of you see buddies near it. It is 10 feet away from the front liner and the hallway is 5 feet wide, so 1 of you can be in melee.
Miklos Therinor
|
Miklos darts forward and tries to skewer it with his blade, retching as he does.
attack: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d8 + 4 - 2 ⇒ (7) + 4 - 2 = 9
He then readies a retaliatory strike if attacked parry and riposte
parry: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18riposte: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d8 + 4 - 2 ⇒ (5) + 4 - 2 = 7
| DoubleGold |
It does however try to retailate and miklos kills it.
Moving foward the heroes encounter openings in the five foot wide tunnel. Humans are in the openings to the right and left of the tunnel. They are staring right at the heroes but do not react at all to any of you, in fact they seem to be drugged as if they are unaware that you are there or as if they are aware but cannot react.
What do you do?
Miklos Therinor
|
normal speaking voice
When Miklos isn't acknowledged, he goes to the one that waved. What is wrong, man? Is it that drug? Blasted Aspis.... he says, a little angry at the fact. Come...let us get you to somewhere you can get cleaned out.
| DoubleGold |
Yeah, the enemies can't match that, with their passive perception
You see two more beetles and a human doing experiments on other humans, he is the cause they are drugged. Surprise round for Miklos I'm still waiting for the other two to post if not I'll just roll stealth for them, cause I want to get this done.
Miklos Therinor
|
Miklos rushes forwards and tries to skewer tge closest beetle to him.
attack: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 111d8 + 4 - 2 ⇒ (1) + 4 - 2 = 3
He then readies a defensive strike.
parry: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14riposte: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 101d8 + 4 - 2 ⇒ (8) + 4 - 2 = 10
| DoubleGold |
stealth: 4 + 1d20 + 5 ⇒ 4 + (10) + 5 = 19 Glexit
stealth: 6 + 5 + 1d20 ⇒ 6 + 5 + (2) = 13 Muri
Glexit will go before Miklos and burning hands dmg: 1d4 ⇒ 2
reflex: 2 + 1d20 ⇒ 2 + (20) = 22
reflex: 2 + 1d20 ⇒ 2 + (10) = 12 Then Miklos gets in front of him after he burning hands it. but Miklos misses
reflex: 6 + 1d20 ⇒ 6 + (9) = 15 on the human
One beetle take full damage while other beetle and the human take 1.
Muri will magic missle the hurt beetle in hopes it dies.dmg: 1d4 + 1 ⇒ (1) + 1 = 2 Really minimum damage, not a single beetle died, seems like the dice against all of you
init: 6 + 1d20 ⇒ 6 + (17) = 23 Miklos
init: 2 + 1d20 ⇒ 2 + (16) = 18 Muri
init: 5 + 1d20 ⇒ 5 + (20) = 25 Glexit
init: 2 + 1d20 ⇒ 2 + (11) = 13 beetles
init: 6 + 1d20 ⇒ 6 + (4) = 10 Laszlo the human
Yeah, heroes first... botting Muri and Glexit for round 1 to speed things up
Glexit burning hands without getting any allies dmg: 1d4 ⇒ 1 really, why?
reflex: 2 + 1d20 ⇒ 2 + (8) = 10
reflex: 2 + 1d20 ⇒ 2 + (8) = 10
refex: 6 + 1d20 ⇒ 6 + (12) = 18
Muri MM's dmg: 1d4 + 1 ⇒ (4) + 1 = 5 The one he hits will be based off of damage, he is guaranteed to kill a beetle Muri kills the beetle with more hit points remaining.
Miklos is up
| DoubleGold |
Okay so miklos will try to finish off the beetle hit: 1d20 + 4 ⇒ (10) + 4 = 14
dmg: 1d8 + 2 ⇒ (8) + 2 = 10 and his parry will still go off. which hits and kills the beetle.
The human will attack back with a dagger as he is cornered, he has bombs but can't throw them as he is back into a wall and will risk hitting himself. hit: 1 + 1d20 ⇒ 1 + (8) = 9 vs Miklos. Miss, but Miklos does not effectively parry either, bounching off his armor.
Heroes are up again
Miklos Therinor
|
i djmidnt see the new post thing until now...it didnt show your post from.satutday.
Miklos slashes at the man, careful to not hit the man's bombs.
attack: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 221d8 + 4 - 2 ⇒ (8) + 4 - 2 = 10
He then readies a parry and strike if attacked.
parry: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5riposte: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d8 + 4 - 2 ⇒ (1) + 4 - 2 = 3
| DoubleGold |
As there are two sorcerers he has two magic missiles coming his way dmg: 2d4 + 2 ⇒ (4, 2) + 2 = 8
As he is still alive he will drink his cure moderate wounds potion cure: 2d8 + 2 ⇒ (8, 1) + 2 = 11
Round 4
The two sorcerers use their last level 1 spell dmg: 2d4 + 2 ⇒ (1, 3) + 2 = 6
And of course Miklos would stab again being able to flank him this time hit: 1d20 + 6 ⇒ (9) + 6 = 15 dmg: 1d8 + 4 ⇒ (3) + 4 = 7
And he is dead. The heroes get out the humans that were being experiment on and they get a Long Rest
Last part tommorrow
| DoubleGold |
The heroes explore the warehouse. Others help them out and give them places to hide. One wolf, one consortium druid, one novice scout and one superstious mecenary are here. Hereos are well hidden, they have also been given six bear traps. (Make your surprise round, and tell me where you want to focus the bear traps, all in one spot, put them in a line, spread them out a little or spread them out a lot. Anywhere from 1 to 4 enemies will hit the trap depending upon your answer. No map here, theater of the mind, it will go quickly anyway.)
Miklos Therinor
|
[ooc]I think maybe spreading the traps out in a line is the best bet....like a fence... [/b]
Miklos gets his crossbow ready in case the enemies are at a distance, his blade ready for use at his hip.
| DoubleGold |
good placement. As you place three in a line, 3 out of 4 enemies trigger your traps. I was having them all bunched together as them all being triggered, I'm purposely putting them all together to set them up for burning hands.
Each enemy except for the druid takes dmg: 2d6 + 3 ⇒ (1, 4) + 3 = 8
Three enemies are alive. Miklos make your surprise attack, as well as Muri and Glen if they get back on I'll probably have to bot them until game end, we will get this done.
There will be a second wave on enemies 30 in game minutes after this fight, and they will trigger the other three traps, one gets reset leaving four to trigger, but the fourth guy avoids it even though he triggers it as his leg goes over it. dmg: 2d6 + 3 ⇒ (6, 1) + 3 = 10 3 out of 4 people will automatically be dead in the surprise round in the 2nd wave...
stuff: 8d20 ⇒ (20, 5, 3, 19, 4, 9, 1, 6) = 67
Believe it or not the trap gets a really high bonus to hit, instead of it being just an autohit
Novice Scout dies from a bear trap critical hit
| DoubleGold |
One of our sorcerers will burning hands dmg: 1d4 ⇒ 3
and the other will mm the least touched guy dmg: 1d4 + 1 ⇒ (3) + 1 = 4
reflex: 3d20 ⇒ (8, 16, 14) = 38
The wolf is dead.
init: 6 + 1d20 ⇒ 6 + (3) = 9 Miklos
init: 2d20 ⇒ (14, 10) = 24 other heroes first with a +5 and second with a +2 modifier
init: 5 + 1d20 ⇒ 5 + (13) = 18 druid
init: 2 + 1d20 ⇒ 2 + (13) = 15 Mercenary
botting one of the sorcerers mm: 1d4 + 1 ⇒ (2) + 1 = 3
they make their attacks on Miklos hit: 2d20 ⇒ (14, 6) = 20 each with a +2 and a +4 to hit.
burning hand from other sorcerer: 1d4 ⇒ 2 and the heroes finish them.
30 minutes later
Final surprise round go Three enemies walk into bear traps and die. 1 Mercenary Healer to kill, go.
Miklos Therinor
|
Miklos launches a bolt at the mercenary before dropping his crossbow and drawing his blade to advance.
attack: 1d20 + 5 ⇒ (20) + 5 = 251d8 ⇒ 3
crit: 1d20 + 5 ⇒ (3) + 5 = 81d8 ⇒ 1