Roscoe Elring - Champion |
Roscoe, with his lit morningstar in one hand and everburning torch in the otehr, nods and tosses the torch well into the room.
"We're playing this a bit cautious, aren't we?" he asks.
ranged throw vs DC 5: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Roscoe Elring - Champion |
Roscoe's face turns red. "WHAT IS THIS, FIFTY QUESTIONS?!?!?! WALK THROUGH THE #@#&^$#* DOOR!!!"
Rage simmers in his eyes for a moment. Unlike before when he caught himself and backed down, this time he didn't.
"OR DO I NEED TO GO FIRST, MEATHEAD?!"
Just a little light RP. ;p
Kheiron Althus |
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This one's going to be more trouble than most.
Kheiron sees the image of a loud-mouthed kid from Westcrown. The memory is so real, like it never stopped happening. What was his name? Alidous? Elidis? Then he remembers the kid being cut down by a sniper's arrow as he was braying with laughter at some dumb joke. The arrow had entered his neck. The kid...
Kheiron pushes away the memory, but it pushes back at him, more real to the former soldier than the mouthy halfling standing in front of him. So much blood. The arrow hits the kid again and Kheiron feels the blood hit his face.
Absentmindedly wiping at his face, the soldier looks down at Roscoe. "Yeah," he says. "Maybe you do at that."
Ayita of the Hawk Clan |
Ayita had looked for traps just inside the door earlier.
She can look a little further in now that there is light...
trap perception: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
With "alertness" due to Ter being on her shoulder, that would be 17.
Roscoe Elring - Champion |
Roscoe snarls and looks into the run-down house.
"FINE! I'll go first!" he says too loudly, then walks into the first room.
perception: 1d20 + 5 ⇒ (11) + 5 = 16
I have a feeling this character is going to be very popular. He knows how to win friends and influence people. ;P
GM Derek |
Roscoe snarls and looks into the run-down house.
"FINE! I'll go first!" he says too loudly, then walks into the first room.
[dice=perception]1d20+5
I have a feeling this character is going to be very popular. He knows how to win friends and influence people. ;P
Roscoe's torch lands halfway down the hallway, illuminating a hall with a door to the east, as well as two doors further down the hallway. Doc's light pebble is at the far end of the hallway, as well.
Ayita and Roscoe's examination shows no traps or rotten floor (that is dangerous, anyway).
Ayita of the Hawk Clan |
Ayita goes to the first door on the right, and checks it for traps, listens... Her falcon doesn't know much about traps but does have very sharp senses... Both Ayita and Ter have low-light vision; it seems one can peek through the keyhole a bit too...
Ter, hear anything?
Ayita trapfinding: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 21
Ter listening: 1d20 + 14 ⇒ (10) + 14 = 24
GM Derek |
Ayita goes to the first door on the right, and checks it for traps, listens... Her falcon doesn't know much about traps but does have very sharp senses... Both Ayita and Ter have low-light vision; it seems one can peek through the keyhole a bit too...
Ter, hear anything?
[Ayita trapfinding]1d20+3+1+2
[Ter listening]1d20+14
The ceilings inside the house are eight feet tall. Very constrained for Ter.
1d20 + 9 ⇒ (16) + 9 = 25
Ter hears some skittering. Vermin or insects, it sounds like.
Ayita of the Hawk Clan |
The ceilings inside the house are eight feet tall. Very constrained for Ter.
** spoiler omitted **
Ter hears some skittering. Vermin or insects, it sounds like.
Ter will be perching on Ayita's shoulder, claws deep in the leather of her shoulder pad, in such circumstances, which is what gets Ayita the +2 from alertness.
If Ayita gets attacked I am hoping Ter can just hang on? Familiars often do that kind of thing... or does she need an enclosed familiar cage, that sort of thing...
The party can hear Ter say, in Common, that she hears skittering... normally Ayita would think nothing of that, but now after the huge mosquito she is thinking of massive spiders, massive centipedes, massive ants, and every other bug she's seen -- giant-sized...
"Be ready!"
Ayita draws her rapier, letting Roscoe go by.
GM Derek |
Roscoe watches as Ayita checks for traps.
"Seems you're pretty thorough. Here, I'll go in," he says when she's done, then opens the door.
Room A4
The light from the everburning torch on the ground filters into the dank-smelling room. To Roscoe and Ayita, the silence of the room is... ominous. The winking of the torchlight throws eerie shadows along the far wall. The floor droops toward the south. The lowest corner of the room must brush the river as it flows by, it is so low. The ceiling in the northern and eastern sides of the room is torn. The remains of a small desk lean into the northwestern corner of the room, its slim drawer hanging out.GM Derek |
Hatfield moves into the house and takes a quick look up the stairs.
The stairs are rickety but solid. It is hard to see anything without a light source. The darkness beckons you...
Roscoe Elring - Champion |
Roscoe moves toward the small desk, unsure what it might contain.
"Maybe it has a clue as to what is tormenting our dear founder."
perception: 1d20 + 5 ⇒ (19) + 5 = 24
Walfrenden |
The stairs are rickety but solid. It is hard to see anything without a light source. The darkness beckons you...
Walf moves up next to the doctor. ”Excuse me, doctor,” he says quietly. ”I can see in the dark. I can take a glance if you would like.”
Assuming that Dr. Hatfield makes space so that Walf can see, Walf looks up the stairs into the darkness, then steps back into the hall.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
GM Derek |
GM Derek wrote:The stairs are rickety but solid. It is hard to see anything without a light source. The darkness beckons you...Walf moves up next to the doctor. ”Excuse me, doctor,” he says quietly. ”I can see in the dark. I can take a glance if you would like.”
Assuming that Dr. Hatfield makes space so that Walf can see, Walf looks up the stairs into the darkness, then steps back into the hall.
[Dice=Perception]1d20+4
Moved your token to the upstairs map, to the right of the downstairs map. You can look around.
Room A10
Two sets of stairs descend to the lower floor of the home. Two doors stand along the east, west, and south walls, while a single door stands along the northern wall of the room. The first door along the east wall is open slightly.
GM Derek |
I do have the torch I threw ahead, as well as a lit morningstar. Between the two, I'm hoping it's not all that dark inside.
Yup. You are standing nearly atop the torch. Your morningstar is, of course, still emitting light. It's just that it doesn't really illuminate upstairs very well.
Roscoe moves toward the small desk, unsure what it might contain.
"Maybe it has a clue as to what is tormenting our dear founder."
[dice=perception]1d20+5
As Roscoe's light enters the room, he can immediately see two giant cockroaches, about the size of dogs, scurrying towards him, ravenous for food... HIM.
GM Derek |
VERMIN IN THE LIVING ROOM
Doc Hatfield: 1d20 + 2 ⇒ (5) + 2 = 7
Ayita: 1d20 + 7 ⇒ (14) + 7 = 21
Roscoe: 1d20 + 7 ⇒ (10) + 7 = 17
Walfrenden: 1d20 + 0 ⇒ (1) + 0 = 1
Frantino: 1d20 + 1 ⇒ (8) + 1 = 9
Kheiron: 1d20 + 2 ⇒ (8) + 2 = 10
Cockroaches: 1d20 + 1 ⇒ (8) + 1 = 9
Sorted Initiative ROUND ONE
-------------------------------------
Ayita: 21
Roscoe: 17
Kheiron: 10
Frantino: 9
Cockroaches: 9
Doc Hatfield: 7
Walfrenden: 1
BOLD MAY ACT
Walfrenden |
Room A10
Two sets of stairs descend to the lower floor of the home. Two doors stand along the east, west, and south walls, while a single door stands along the northern wall of the room. The first door along the east wall is open slightly.
”It seems clear up here. There are three doors and another set of stairs coming up from farther back in the house.”
Walf moves to rejoin the party. ”Seems safer up there,” he says quietly to the doctor as he returns.
Derek, I tried to move Walf back, but I can’t seem to move him across the darkness. Assuming his quick peek ended before Roscoe found the roaches, he would’ve gone back to stand just in front of Kheiron. However, if the two things happen at the same time, he can come down on his turn in initiative.
Roscoe Elring - Champion |
Roscoe's face contorts in rage as he swings his morningstar at one of the giant cockroaches.
"BRING IT!" he bellows.
morningstar: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 4 ⇒ (3) + 4 = 7
GM Derek |
Derek, I tried to move Walf back, but I can’t seem to move him across the darkness. Assuming his quick peek ended before Roscoe found the roaches, he would’ve gone back to stand just in front of Kheiron. However, if the two things happen at the same time, he can come down on his turn in initiative.
Brought you back through the darkness. You're at the top of the stairs now, waiting for your turn in the initiative. Not that anybody has said anything. You might as well take your time, wander back downstairs. Nothin' happen here. Nope. No sirree.
Ayita of the Hawk Clan |
Ayita for a second thinks she hears someone say, "Nothin' happen here. Nope. No sirree" and it's like it's from another plane or something, but she's not going to be quiet after that!!! And there are bugs big bugz BUGZ MORE BUGS and she yells loudly, "More Ancestors-thrice-d*mned massive BUGZ!!! UGH!!!"
and she steps into the room, moving around almost into flanking position but not quite (I'm hoping that chair is not difficult terrain.)
She stabs at the BUG. She strongly feels that it has too many legs.
rapier at BUG: 1d20 + 4 ⇒ (3) + 4 = 7 damage against BUG: 1d6 + 1 ⇒ (3) + 1 = 4
Cockroaches move way too fast. Just saying.
GM Derek |
The blue puddles in Room A4 are actually holes in the floor, through which the water can be seen! Difficult terrain.
Frantino Kaddren |
Not sure where the bugs are...
Frantino hears the commotion in the room, moves in, looks around with his darkvision, and takes a swing with his greatsword!
Greatsword: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11
GM Derek |
Not sure where the bugs are...
Frantino hears the commotion in the room, moves in, looks around with his darkvision, and takes a swing with his greatsword!
[dice=Greatsword]1d20 + 4 [dice=damage]2d6 + 6
Can you move your token into the room?
Frantino Kaddren |
Can you move your token into the room?
My token is in the room, at least on my screen, standing next to the blue cockroach.
Kheiron Althus |
I wish everyone used the same image on Roll20 that they used here. It would help me keep straight who's who.
Kheiron growls with anger, rushing into the room. He makes a quick calculus. Big guy has a big sword. Help the little guy.
Free Action: Rage.
Move Action: Move into room.
Standard Action: Attack w/ elemental fire.
Bardiche v. Northern Bug: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14
GM Derek |
The combination of Kheiron and Roscoe's attacks completely destroy the giant cockroach. Bug juice splatters everywhere. Direction: 1d8 ⇒ 1 Most of it paints the wall behind it. Bits of antennae slide down the wall to the floor.
The other cockroach attacks Frantino, hungry and desperate to eat.
Bite: 1d20 + 3 ⇒ (20) + 3 = 23 Crit threat! Bite: 1d20 + 3 ⇒ (15) + 3 = 18 CONFIRMED
1d4 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (3) + 2 = 5
8 pts total
GM Derek |
VERMIN IN THE LIVING ROOM
Sorted Initiative ROUND ONE
-------------------------------------
Ayita: 21
Roscoe: 17
Kheiron: 10
Frantino: 9
Cockroaches: 9
Doc Hatfield: 7
Walfrenden: 1
BOLD MAY ACT
Walfrenden |
Walf moves to monitor the hall beyond the room with the bugs. He hefts his earthbreaker, ready to swing should a threat appear.
Single move into the downstairs hall. Ready an action to swing at anything that may appear hostile.
Gregory C. Hatfield |
Hearing the critter bite deep into the occultist, Hatfield acts without thinking.
Move Action: Move into room
Free Action: "Frantino!" he yells seeing the fountain of arterial blood gushing from his ally. His neighbor.
Standard Action: Hatfield's eyes become unfocused, and the herbalist doesn't consciously register that he can now see beyond time. The flow of blood before him becomes a pattern. Instinctively, he knows where the torn tissue can be treated with the greatest effect. Imperceptibly, the human's eyes glaze over and he reaches out to the wound. He deftly pushes with one finger, then three, then two on a series of pressure points around Frantino's injury.
Healers Way: 1d6 + 1 ⇒ (6) + 1 = 7
Free Action: As Hatfield comes out of the pseudo-fugue that lasted barely a tenth of a second, his brain catches up and processes the details in the room. "Yuck!"
(Expended 1 out of 5 daily uses of Healer's Way)
GM Derek |
VERMIN IN THE LIVING ROOM
Sorted Initiative ROUND TWO
-------------------------------------
Ayita: 21
Roscoe: 17
Kheiron: 10
Frantino: 9
Cockroaches: 9
Doc Hatfield: 7
Walfrenden: 1
BOLD MAY ACT
Ayita of the Hawk Clan |
Ayita kicks a bit of bug off her new boot, turns and moves to the other bug, hoping to end its wiggling...
rapier stab at BUG: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d6 + 1 ⇒ (1) + 1 = 2
She is having trouble holding back her breakfast at the sight of these things... she almost drops her rapier...
Ter is thinking... more practice and less brandy for you, young lady!!!
GM Derek |
Ayita kicks a bit of bug off her new boot, turns and moves to the other bug, hoping to end its wiggling...
[Dice=rapier stab at BUG]d20+4 [dice=damage]1d6+1
Your first roll was slightly better. :)
Ayita of the Hawk Clan |
Ayita of the Hawk Clan wrote:Your first roll was slightly better. :)Ayita kicks a bit of bug off her new boot, turns and moves to the other bug, hoping to end its wiggling...
[Dice=rapier stab at BUG]d20+4 [dice=damage]1d6+1
Mythic Ayita!!! Weird, the caps messed up the roller maybe? Or my tablet typing... not the best!
Ah well, someday when she reaches that Starstone!
P.s. folks somehow my first roll was 120 to hit.
Ayita of the Hawk Clan |
Ayita, if you reach the Starstone, can I be your Herald? Kheiron will look good in wings and sandals, trust me on this.
LOL!!! Definitely
Frantino Kaddren |
Frantino pauses for a second as Doc Hatfield heals him. Again. This has likely happened a few times previously over the last year or so. Then he takes a mighty swing.
greatsword: 1d20 + 4 ⇒ (17) + 4 = 21, damage: 2d6 + 6 ⇒ (3, 5) + 6 = 14
In this case he is a split second too late, as Kheiron reaches over and slices through the cockroach first. However, after that last bug bite Frantino is not too proud to accept the help.
"Thank you, thank you both."
GM Derek |
The bug goes down with a massive <squish> and <chop>.
COMBAT OVER
Walfrenden |
Relieved that the others killed the vermin, Walf looks around ahead. He listens at the next door on the right.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Hearing nothing, he opens it...
Ayita of the Hawk Clan |
Ayita looks around when she hears another door opening, and walks toward the sound.
"Let's not do things alone in this place! We need to check each room for information, too... if there is anything to be found here..."
She looks into the room Walf has just entered for traps or other similar issues, half thinking she'll see him falling through the floor...
perception for traps: 1d20 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9
GM Derek |
Room A4
Somebody mentioned examining the desk when they first entered?
Now that the threat of the dog-size cockroaches has passed, the team notices a drawer hanging out of the slumped over desk. It is empty aside from a dried-out jar of ink and a few split pen nibs. However, a piece of paper is stuck to the bottom of the drawer by a film of mold. It’s jagged around the edges, as if the rest of the sheet was ripped from the remnants. The stuck and moldering page shows an “X” in the middle of some woods, and the letters “St. Hs..”
GM Derek |
Relieved that the others killed the vermin, Walf looks around ahead. He listens at the next door on the right.
[Dice=Perception]1d20+4
Hearing nothing, he opens it...
Room A5
Both Walf and Ayita look into the room and see two doors along the north wall of the room (one of which is open, with Walf standing in it), and one stands along the western wall (through which Ayita just walked). A masterfully built table stands against the mold-covered windows in the room’s southeastern wall. Aside from a layer of mold and a few patches of moss, the dining set looks to be in immaculate condition compared to the rest of the house’s furnishings. A fine but degraded cabinet sits in the corner. It is lying on its doors.
Your perception checks tell you that there are no traps, certainly.
NOTE: Description of compass points - NORTH is to the left on the map. WEST is downwards.
Roscoe Elring - Champion |
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I had been the one to mention checking out the desk.
Roscoe settles down once the bugs are dead. Looking at the ichor on his morningstar, he grimaces, then walks over to the desk.
Seeing the piece of paper, he says "Hey! An X in some woods, and some writing. This looks awfully close to the treasure maps I've heard of--'X' marks the spot, no? What could these letters mean: St. Hs.? Hmm---the 'Hs.' probably means 'Hoards.' That means lots of treasure, my friends. What's the 'St.'? SECRET! SECRET HOARDS! WE'RE RICH!"