| GM BrOp |
Lord Belros and Isagoras (and anyone else who wants to "retro" themselves in) charge down the stairs and find themselves in what appears to be an empty wine cellar with no sign of a screaming damsel in distress.
Wooden bottle racks that are mostly broken line the north and west walls to a height of 6 feet. There appear to be no intact bottles left in the racks though there are several with broken necks. Broken bottles cover the floor beneath and near the racks.
Against the east wall, at the foot of the stairs, are two large metal storage bins which appear to be empty.
In the centre of the room lies a human corpse clad in plate mail; a long sword lies by the corpse's right hand and a large shield lies across the legs.
| Allysen |
Not wanting to be alone, and worried about Wolfram, Allysen follows the others and is surprised to find an armored corpse in the middle of the cellar.
"This used to be a wizard's home, yes? What could have happened to this fellow?"
| Wolfram Argyle |
Right, Wolfram was ascending to the upper level, so for him to go down the stairs only returns him to the room where the centipedes attacked. If what I thought was up is actually down, then Wolfram is already in the cellar. Honestly, I'm not sure where I am right now. Can we get a map refresh?
| GM BrOp |
The map is as refreshed as it will get at the moment. I'll add a map for the upper story once everyone goes up there, and the basement appears to just be one room, so it's not really worth mapping out.
Isagoras the Light
|
"Hrm, in a true Wizard's house there are many ills that could befall even one so well comfortably provisioned as this one. Indeed, the vermin we just vanquished may have overcome a lone warrior without support."
Isagoras draws his own steel and advances just behind Belros.
Notice!: 1d6 ⇒ 4
WILD Notice!: 1d6 ⇒ 3
| Wolfram Argyle |
Wolfram manuevers out of the way to give the warriors in this fine group space to operate, should the dead rise.
"Whatever killed this poor fellow may still be in the house," he surmizes, forgetting himself around Allysen.
The Reverend investigates the storage bins for residues or other particle matter which would give indication as to their purpose, other than to block the stairs.
Notice & Wild: 1d4 ⇒ 3 1d6 ⇒ 5
| GM BrOp |
Combat Round 1
As Lord Belros approaches the corpse of the armored warrior, it begins to perceptively move, its body, arms, and legs twitching randomly and without coordination. A split-second later, the flesh of the corpse explodes as thousands of tiny, dun brown maggots spray over the group. Everyone is covered in dozens of inch-long grubs that with lightning speed crawl begin burrowing into any exposed flesh, inflicting terrible pain.
In game terms this is a swarm which automatically inflicts damage on its turn on anyone in their template, which covers the southern half of the basement (where everyone other than Brother Wolfram is currently standing). They ignore any worn armor, but still have to beat your Toughness to inflict damage. If they inflict at least the staggered condition on a turn, they burrow into the skin and continue inflicting damage every round even if the target is no longer standing in their template. Swarms take no damage from edged or piercing weapons but full damage from area effect attacks. You can also do Str damage by stomping on them.
Damage: 2d4 ⇒ (4, 1) = 5, this damage ignores Armor, but you do get to apply your Toughness. I believe that this equals or beats the Toughness of Allysen, Isagoras, and Lord Belros, which means they have burrowed into the skin.
I won't roll initiative for this and just have all of you go first in Round 2. It surprised you in Round 1, so none of you got to act.
| Allysen |
Oh boy that's nasty!
Common knowledge, which is just Smarts?(6, That's a success I think?): 1d8 ⇒ 61d6 ⇒ 1 Ignore that. I'm an idiot.
Spirit(10, which should get rid of the shaken penalties with a raise): 1d6 ⇒ 61d6 ⇒ 5
Ace: 1d6 ⇒ 4
Allysen grits her teeth and runs back up to get free of the grubs, then turns to blast the patch of vile vermin.
Spellcasting (Daggers from the Dark, 11, Success with a raise): 1d6 ⇒ 61d6 ⇒ 2
Ace: 1d6 ⇒ 5
Damage: 3d6 + 1d6 ⇒ (3, 4, 6) + (3) = 16
Common Knowledge(4, Success): 1d4 ⇒ 31d6 ⇒ 4
"Get out of the swarm! They'll eat us alive," Allysen shouts as shards of shadow fly from her hands.
| GM BrOp |
I'm going to rule (since it's not stated explicitly in the rules), that non-area effect spells inflict half-damage on swarms. This means that your great roll inflicted only 8 points of damage.
Allysen's spell slams into the swarm of grubs, causing dozens of them to shrivel and die. (The swarm is effectively Shaken this round.)
Everyone except for Allysen is up.
| Wolfram Argyle |
Wolfram thrusts the metal bins aside, away from the stairs, freeing the group to exit with most haste, rather than die fighting an adversary that does not need to be fought.
Isagoras the Light
|
"Oh conFOUND!" Isagoras blurts out as he is covered in gooy grimey worms. "Oh what the devil are these now?"
Common Knowledge!: 1d4 ⇒ 2
WILD Common Knowledge!: 1d6 ⇒ 5
"Oh I fear we are answered. These are of the few creatures more aggrevating than rust monsters or lurkers. They are rot grubs, and they can be purged only by healing magic...or fire!
Well since by violence they are cleansed, then let them by cleansed by violence! Vor-CHA!" he yells, seven shimmering scimitars slicing from his steely stance.
Spellcasting for Bolts!!: 1d12 ⇒ 12
Spellcasting ACE!!: 1d12 ⇒ 6 = 18 Raise!
WILD Spellcasting!: 1d6 ⇒ 2
Damage for Bolts!: 3d6 ⇒ (6, 4, 6) = 16
Damage for Bolts ACE!!: 3d6 ⇒ (6, 1, 1) = 8
Several years ago, Nekron, the Dark Lord, had sent a plague of rot grubs unto HardWheat, a town known for its dedication to The Shining Coin, Propoket. The town was devastated, and Nekron chortled at their pain. On this day every year Propoket sends his herald, Imrael, the Angel of Confrontation, to observe the dealings of the mortals and annihilate as many rot grubs as his luminous wings can find.: 1d6 ⇒ 3 = 27, or 13, rounding down.
| GM BrOp |
I hate to say this, Isagoras, but you, Allysen, and Belros are all Shaken at the start of the round since you took 5 points of damage. That means you have to make a Spirit roll before making all those amazing rolls, or spend a Benny to immediately remove the Shaken condition.
| Wolfram Argyle |
Sorry, thought it was obvious we should be fleeing from this fight. You mentioned "thousands" of grubs, and Allysen's hit only killed "dozens" so we seem outmatched here. Common Knowledge & Wild: 1d4 ⇒ 4 1d6 ⇒ 6
"I can only heal you if you survive!"
| Lord Belros Sunwalker |
Common Knowledge: 1d4 + 1d6 + 1d4 ⇒ (4) + (1) + (3) = 8 7
Spirit: 1d8 + 1d6 + 1d8 ⇒ (8) + (4) + (5) = 17 13
Rot grubs. Damnation.
Belros grits his teeth at the sensation of being nibbled alive but keeps his cool.
He withdraws to the edge of the swarm and slams down his shield at the mass of rot grubs.
Fighting: 1d6 + 1d6 + 1d6 ⇒ (4) + (6) + (5) = 15 11
Medium Shield damage with raise: 1d6 + 1d6 + 1d6 ⇒ (2) + (4) + (6) = 12
| GM BrOp |
Isagoras blasts the rot grubs, the force of his magic spending them spraying across the basement where they lie lifeless and smoking. Those that survive are crushed under Lord Sunwalker's relentless shield attacks.
Combat is over but Allysen, Isagoras, and Lord Belros still have some burrowing into their skin and take another 2d4 ⇒ (2, 2) = 4 damage that ignores Toughness.
| GM BrOp |
Combat is over but Allysen, Isagoras, and Lord Belros still have some burrowing into their skin and take another [dice=]2d4 damage that ignores Toughness.
Since your effective Toughness is 0 against these attacks, this means that the three effected of you take a Wound (but can try to Soak it by spending a Benny.
| Wolfram Argyle |
With a loud clap of his hands, Wolfram begins to create a furious friction, then lays hands on Allysen's wounds.
Spending a Benny to regain 5 Power Points, back to 10 total.
Healing & Wild: 1d10 ⇒ 8 1d6 ⇒ 6 Success!
He moves to Isagoras and begins the ritual again.
Healing & Wild: 1d10 ⇒ 4 1d6 ⇒ 4 Success!
He nods at the wizard, and finally moves to Lord Belros. With a slight tremor in his fingers, he claps his hands together once more.
Healing & Wild: 1d10 ⇒ 6 1d6 ⇒ 2 Success!
Wolfram shakes out his hands and offers a tired smile.
| Lord Belros Sunwalker |
Soak, 2/3 bennies remain: 1d6 + 1d6 ⇒ (4) + (1) = 5
Lord Belros is able to withstand the rot grub assault long enough for Wolfram to heal him. He wipes the worst of the grub goo off his shield.
"My thanks, Wolfram. Is everyone stable?"
| Allysen |
So, are we all back up to where we were before the grubs?
Allysen feels her legs threaten to give out as Father Wolfram's magic destroys the vicious little grubs. Breathing deeply, she looks to the priest and gives him a grateful nod of thanks.
"Wh-what was that?!" Her question comes out tired and more than a little fearful as she leans against the wall and tries to catch her breath.
| GM BrOp |
So, are we all back up to where we were before the grubs?
Yes, you're back in the room where you heard the screaming coming from below.
| GM BrOp |
As the holy healing magic courses through each of the afflicted heroes, the rot grubs are expelled through the entrance wounds, which close up behind them, leaving nothing behind but intense, lingering pain.
As Lord Belros is the last to be treated, the rot grubs have another chance of damaging him: Rot grub damage: 2d4 ⇒ (2, 1) = 3. Luckily that's enough so that he is only Staggered.
| Allysen |
Allysen wrote:So, are we all back up to where we were before the grubs?Yes, you're back in the room where you heard the screaming coming from below.
Sorry, I meant are we back up to full health. My bad for not making that clear.
Isagoras the Light
|
GM BrOp wrote:Sorry, I meant are we back up to full health. My bad for not making that clear.Allysen wrote:So, are we all back up to where we were before the grubs?Yes, you're back in the room where you heard the screaming coming from below.
Yeah we are. Even if we didn't soak and took a wound, Father Argyle just healed us for a wound, putting us back at full anyway.
Isagoras takes pause and breathes deeply, looking for any more threats and wondering on the whirlwind turn of events that just befall them. "Gratitude, Father Argyle," he creaks out as the healing light flows through him like a volcano of power.
"Ha! We showed those insects, eh what! I've not seen so many rot grubs destroyed since Imrael regained the Emerald Sword! Ha!" he laughs at his inside-joke of one.
"Well if that is all that we have here, we may as well continue investigating this mystery. Let us see what else the corpse wants to tell us!"
Isagoras wades in to the ichor and spoor of the corpse to see what he may have been and what equipment is still on it.
Notice!: 1d6 ⇒ 6
Notice ACE!!: 1d6 ⇒ 3
WILD Notice!: 1d6 ⇒ 5
| GM BrOp |
The corpse seems to have been dead for quite some time, although it still had a good amount of meat on it; enough so that the rot grubs were able to reside within its body cavity. That body cavity now seems quite hollow and empty and has collapsed, giving the gaunt humanoid the appearance of a deflated air bladder.
Despite the desiccated state of its body, it is dressed in a shiny chain shirt, a steel helmet, and chainmail greaves that to Isagoras' trained eye look masterfully made.
Next to the corpse is a black mace engraved with magical runes of unknown origin the likes of which Isagoras has never seen.
It also is still carrying a belt pouch that has decayed completely.
The armor is all of the "chain mail" category, which means that it has a d8 minimum Strength. For every die difference in Str of the person wearing it, inflicts a -1 to Pace and all Agility-related die rolls.
| Lord Belros Sunwalker |
"I feel that the armour would be best suited to one with a larger build than I. But I will indeed examine the mace."
Belros squats near the body and concentrates, praying to Pelor for guidance.
Detect/Conceal Arcana x 2. PP 7/10
Faith, wild die: 1d6 + 1d6 ⇒ (1) + (2) = 3 2
Again!
Faith, wild die: 1d6 + 1d6 ⇒ (4) + (3) = 7 4
| Allysen |
Allysen sits against the wall, trembling. The grubs had shaken her and even though the pain of their burrowing is gone, she aches all over and feels a little dizzy.
"C-can we rest for a moment? Please," she asks.
Don't know if it's been an hour yet for the fatiguing poison. I don't think it has been though.
| GM BrOp |
You carefully remove the armor and mace from the corpse, on the careful lookout for any more rot grubs. Luckily, none seem to still be present.
Are you just taking the mace and the armor, or are you doing a more thorough search of the body? If so, I'll need a Notice check from whomever is doing that.
Once you have finished looting the body, the group leaves the building, exiting through the front door and once again avoiding the pond on the way out through the main gate.
After a bit of searching, you find a place to camp within sight of the house that is protected from the bitter wind that blows off the Azure Sea by a dense thicket of trees and bushes.
It is here that Lord Sunwalker takes some time to study the armor and mace you took off the dead man in the basement.
To his surprise, the armor and mace both appear to be ensorcelled in some way, although the exact nature of the enchantment won't become clear until the elf has spent much more time studying the interplay of magical energies around the objects.
While he is studying the objects a cold squall moves in off the sea, surely bringing rain with it that will soak the group to the bone unless preventive measures are taken.
| Allysen |
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Tired and feeling weak in her knees, Allysen finds herself learning on the good priest Wolfram as they leave. She gratefully thanks him for his help, though she is embarrassed about having become a liability even if only for a short while. After a little over an hour, she feels more herself, and seeing the squall coming in, she begins to work on shelter from the rain.
Do we have any tents or tarps? Allysen does not.
Survival: 1d4 ⇒ 21d6 ⇒ 2 Nope. :P
As she struggles with branches and leaves, she stumbles past Lorde Belros and nearly falls flat on her face. She stands and looks to the elf.
"Sorry. Are you–" she begins before the words catch in her throat. Her eyes widen and her skin turns paper-white as all color drains from her face. One trembling hand goes to her sword while the other reaches up and grabs the fabric of her tunic on her right shoulder. She spins about, searching for something with a wild look in her eyes. She squeezes them shut and takes in a deep breath.
The corpse was almost rotted away. She's not here. Calm down. Calm down. She's not here. She. Is. Not. Here.
She lets the breath out and opens her eyes as she turns to look at the others. Part of her screamed for her to run, but they would still be in trouble, all of them. She looks away and her posture relaxes some, though her left hand is now rubbing the back of her neck. She begins to wonder if she should tell them, or just try to pass it off as some nervous reaction.
| GM BrOp |
I rolled a 9 for my initial search of the body. Do I need to roll again?
Nope, just let me know if you're just taking off his armor or doing a more thorough search of all of his garments.
| Moves With Grace |
MWG tries to build a shelter :
Survival & Wild, default: 1d4 - 2 ⇒ (4) - 2 = 21d4 - 2 ⇒ (3) - 2 = 1
Survival ACE!: 1d4 ⇒ 1 = 3
But fails as well.
"Given the oncoming storm, perhaps we should spend the night in the house, but in a room we've already been in, and keep guard thru the night?"
GM BrOp, did any of the rooms we went thru have still-working doors on them that we could close?
| Lord Belros Sunwalker |
I did originally intend for Belros to concentrate near the body, so I think it's reasonable to assume that he examined it thoroughly.
Notice, Wild Die: 1d4 ⇒ 21d6 ⇒ 1
....or not. ;)
As the group leaves to set up elsewhere, Belros takes the mace.
**********************************
Belros is taken aback by Allysen's behaviour.
"What is wrong, Allysen? Is there a threat nearby?"
When Moves with Grace mentions moving back inside, he nods.
"We are too exposed out here. We can take watches and extend our rest if needs be."