
GM Derek |

I don't know why every time I move the light source is de-coupled from me and then I can't move it. Sorry.
I've Ungrouped the torches from both you and Ayita. Please remember to bring them with you when you move.

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Ayita moves up and makes an attempt to stab the thing with her rapier...
rapier to hit: 1d20 + 4 ⇒ (8) + 4 = 12
rapier damage: 1d6 + 1 ⇒ (4) + 1 = 5
GM Derek -- I think that Dar had done healing on Ayita a bit ago that wasn't registered in the map? Thanks!

GM Derek |

Ayita moves up and makes an attempt to stab the thing with her rapier...
[dice=rapier to hit]1d20+4
[dice=rapier damage]1d6+1GM Derek -- I think that Dar had done healing on Ayita a bit ago that wasn't registered in the map? Thanks!
Go ahead and adjust in Roll20 on your token then.

Frantino Kaddren |

Frantino moves over (can he get in there?) and tries to slice the ooze.
greatsword: 1d20 + 4 ⇒ (8) + 4 = 12, damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17

GM Derek |

Frantino moves over (can he get in there?) and tries to slice the ooze.
[dice=greatsword]1d20 + 4, [dice=damage]2d6 + 6
You can get in there on top of the table. Difficult terrain.

GM Derek |

Despite their best efforts, none of the friends can seem to hit the ooze. It snakes out some of its tendrils and attacks (Roscoe 1, Ayita 2, Walf 3, Frantino 4): 1d4 ⇒ 2 Ayita!
Slam: 1d20 + 3 ⇒ (13) + 3 = 16 dmg: 1d4 ⇒ 3 + Acid: 1d8 ⇒ 4

GM Derek |

GARDENING IN THE KITCHEN
Sorted Initiative ROUND TWO
-------------------------------------
Frantino: 21
Ayita: 20 (-7pts dmg)
Roscoe: 20
Doc Hatfield: 9
Walfrenden: 8
Garden Ooze: 4
BOLD MAY ACT.

Frantino Kaddren |

"This thing is proving slippery!"
greatsword: 1d20 + 4 ⇒ (10) + 4 = 14, damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15

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Hatfield moves next to the rogue to attend to her wounds.
"This might sting a bit, Ayita."
He applies pressure to try and stanch the bleeding, but the acid has already eaten away so much tissue.
Healer's Way: 1d6 + 1 ⇒ (2) + 1 = 3
2 out of 5 uses of Healer's Way expended.

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Hatfield moves next to the rogue to attend to her wounds.
"This might sting a bit, Ayita."
He applies pressure to try and stanch the bleeding, but the acid has already eaten away so much tissue.
Healer's Way: 1d6 + 1 ⇒ (3) + 1 = 4
2 out of 5 uses of Healer's Way expended.
Thank you!
She knows she is injured but the adrenaline of battle keeps her there for one more try at the disgusting thing, before moving back a step to let someone else have a try...
rapier attack: 1d20 + 4 ⇒ (11) + 4 = 15
rapier damage: 1d6 + 1 ⇒ (2) + 1 = 3

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Walf attempts to swat at the ooze again, but misses wildly.
Earthbreaker: 1d20 - 1 ⇒ (2) - 1 = 1
Bludgeoning Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

Roscoe Elring - Champion |

Roscoe lets his morningstar fall again and swings with great force. His inability to kill it quickly affects his temper, which boils in fury.
"SONUVA---!!!"
morningstar: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 4 ⇒ (6) + 4 = 10

GM Derek |

The ooze squirts juice as Ayita and Frantino injure it. Is it acidic? Is it just gross? Hard to tell as it swings its oozy, acidic tendrils at the team. The ooze ejects an overpowering stench when it is injured by Frantino's blow. The horrific smell encompasses nearly the entire team!
Ayita, Frantino, Roscoe and Walf, Fort Saves, please.

GM Derek |

Roscoe lets his morningstar fall again and swings with great force. His inability to kill it quickly affects his temper, which boils in fury.
"SONUVA---!!!"
[dice=morningstar]1d20+4;1d6+4
Miss!

GM Derek |

Walf attempts to swat at the ooze again, but misses wildly.
[Dice=Earthbreaker]1d20-1
[Dice=Bludgeoning Damage]2d6+4
Also a miss.

GM Derek |

GARDENING IN THE KITCHEN
Sorted Initiative ROUND THREE
-------------------------------------
Frantino: 21
Ayita: 20
Roscoe: 20
Doc Hatfield: 9
Walfrenden: 8
Garden Ooze: 4 (-18hp)
BOLD MAY ACT.

Frantino Kaddren |

Fort save: 1d20 + 5 ⇒ (11) + 5 = 16
Frantino avoids gagging from the ooze's stench and tries to hit it again!
greatsword: 1d20 + 4 ⇒ (9) + 4 = 13, damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

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Standard Action: Hatfield casts guidance on Walfrenden to help with their next d20 roll.
Move Action: The herbalist picks up some nearby debris to throw at the ooze.
Free Action: "Ugh! Never read 'bout how awful they smell!"

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Ayita fort save: 1d20 + 1 ⇒ (5) + 1 = 6
Ter fort save: 1d20 + 2 ⇒ (9) + 2 = 11
Ayita thought she'd taken a 5-foot step back but her head must have been fuzzy from the stench! No more brandy for breakfast too!
She sees the thing in front of her and tries to stab it again. (If she can act.)
rapier attack: 1d20 + 4 ⇒ (12) + 4 = 16
rapier damage: 1d6 + 1 ⇒ (2) + 1 = 3

GM Derek |

GARDENING IN THE KITCHEN
Sorted Initiative ROUND THREE
-------------------------------------
Frantino: 21 - Saves! But... MISS!
Ayita: 20 - Fails her save and MISSES!
Roscoe: 20 -
Doc Hatfield: 9 - guidance on Walf
Walfrenden: 8 -
Garden Ooze: 4 (-18hp)
BOLD MAY ACT.

GM Derek |

Roscoe Fort Save DC13: 1d20 + 5 ⇒ (1) + 5 = 6
Walf Fort Save DC13: 1d20 + 0 - 1 ⇒ (20) + 0 - 1 = 19
Roscoe coughs and gags at the horrific stench from the ooze. (Sickened for: 1d3 ⇒ 3 rounds. -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)
Walf - Delay
Roscoe - Delay
The ooze immediately slams (Roscoe 1, Ayita 2, Walf 3, Frantino 4): 1d4 ⇒ 1 Roscoe!
Slam: 1d20 + 3 ⇒ (5) + 3 = 8 MISS!

GM Derek |

GARDENING IN THE KITCHEN
Sorted Initiative ROUND FOUR
-------------------------------------
Frantino: 21 -
Ayita: 20 - Sickened Round 2/3, -2 to everything
Roscoe: 20 - Sickened Round 2/3, -2 to everything
Doc Hatfield: 9 -
Walfrenden: 8 -
Garden Ooze: 4 (-18hp)
BOLD MAY ACT.

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Ayita makes another attempt. Ter is muttering about the smell.
rapier attack minus 2: 1d20 + 2 ⇒ (17) + 2 = 19
regular rapier damage, subtract 2 if needed: 1d6 + 1 ⇒ (4) + 1 = 5

Frantino Kaddren |

greatsword: 1d20 + 4 ⇒ (2) + 4 = 6, damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Frantino swings hard for great damage again! If only he could hit...

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Sorry, it's been a busy weekend.
Walf swats at the ooze.
Earthbreaker: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17
Bludgeoning Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Fort Save: 1d20 + 0 ⇒ (13) + 0 = 13
It looks like Walf made the Fort save.

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Ayita will likely need another Fort save, here it is...
Ayita fort 2nd: 1d20 + 1 ⇒ (5) + 1 = 6
Ter fort 2nd: 1d20 + 2 ⇒ (7) + 2 = 9
cacking sounds fill the air...

Roscoe Elring - Champion |

If Roscoe weren't close to vomiting, he would be swearing up a storm. His red face is indicative of the rage he feels, though it's punctuated by dry heaves.
He manages a swing of his weapon, though it's ineffective.
morningstar (sickened): 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 121d6 + 4 - 2 ⇒ (2) + 4 - 2 = 4

GM Derek |

Roscoe is too close to vomiting to successfully hit the thing.
Ayita, between gags from the sickening stench she has inhaled, strikes true. Plantlike tendrils quiver as her rapier pierces them. The ooze struggles and flings its multiple tendrils into the air to attack the Shoanti, and -- Walf's hammer SMASHES the ooze in center mass, causing ooze-juice and gore to explode everywhere!
Frantino's miss, having extended him into the ooze's space, puts him in the direct path of ooze guts. If not for the sickening smell, he would appear funny, dripping ooze parts from his usually clean self. Stealth is likely no longer an option, as he stinks.. badly.
Great job Ayita and Walf, ending this thing! The remaining rounds of the Sickened Condition expire.

GM Derek |

The thumping and smashing of the battle with the ooze dissipates and a quiet settles upon Roderic's Wreck. All that can be heard is a creaking in the ceiling. Is it something upstairs? Or simply the aged bones of the house settling after the frenzy of activity?
Where to next?

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Walf casts prestidigitation to clean the others and then himself off, before joining in a search.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

GM Derek |

Walf casts prestidigitation to clean the others and then himself off, before joining in a search.
[dice=Perception]1d20+4
Walf finds nothing worth noting in the ruined kitchen.

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Thanks so much, Walf! I wasn't looking forward to smelling that stench on me all day!
Healer Hatfield, might you have anything that can help these acid burns? They are very painful.
Ayita then helps search the kitchen... including back behind where the ooze was, carefully.
perception with alertness: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
The smell is so bad she doesn't do a good job.

Frantino Kaddren |

"Thank you, Walf. That was... disgusting."
Frantino will help search the kitchen, then move back to A5 and search the door we haven't gone through before preparing to open it, assuming the party agrees to go in that direction and we're all ready to go.
Perception kitchen: 1d20 + 10 ⇒ (10) + 10 = 20
Perception A5: 1d20 + 10 ⇒ (18) + 10 = 28

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"You're welcome."
Walf follows Frantino. "Now that thinking can follow. Let's finish what we started here before we start something new upstairs," Walf says, eyeing the ceiling warily as he goes.
Walf moves back to A5 and stands with Frantino as Frantino examines the door.

Roscoe Elring - Champion |

Roscoe throws his morningstar down on the ground after the battle, still raging at his poor performance. After a few more moments, he cools off, sighs, and retrieves his mace.
When Frantino suggests they search the next room, Roscoe agrees and prepares to enter.
I'll go first if no one else wants to.

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GM Derek, are we all done with the 1st floor? Ayita will suggest we all start up the stairs if so. (She's hoping for healing beforehand, but can use a potion if needed.)

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She's hoping for healing beforehand, but can use a potion if needed.
Hatfield reached into his kit and applies a poultice to Ayita's wound.
Healer's Way: 1d6 + 1 ⇒ (4) + 1 = 5
Anyone else need healing?

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[A]re we all done with the 1st floor?
Frantino said he wanted to check out the other door in room A5 (the dining room? in any event the one with the fallen cabinet) before going upstairs. Since he spoke up first, I suggest we support that. Roscoe and Walf are over there already.

GM Derek |

"Thank you, Walf. That was... disgusting."
Frantino will help search the kitchen, then move back to A5 and search the door we haven't gone through before preparing to open it, assuming the party agrees to go in that direction and we're all ready to go.
[dice=Perception kitchen]1d20 + 10
[dice=Perception A5]1d20 + 10
The kitchen remains a run down, old kitchen. Smelly with ooze goo and dust.
The team moves into the Dining Room and Frantin looks carefully at the eastern-most door. It is old and rickety and open just a crack. Inside Frantino can see a hallway. Upon opening the door further (your huge Perception spotted nothing), Frantino and the others see stairs leading upwards, as well as a closet door. The closet's doorknob is broken off and lies upon the floor. A steel spike has been driven into what used to be a lock.
There is more to the hallway, but the team will need to decide whether or not they wish to enter. It is difficult to see around corners when you aren't quite in the room.

Frantino Kaddren |

Frantino will lead the way in, greatsword in hand.

GM Derek |

Frantino will lead the way in, greatsword in hand.
There is a second door, this one to Frantino's right (south). It seems bigger that the other, internal, doors. Likely a door to the outside of the house.

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"What do you think, should we force the door open?" Walf asks. "I have smithing tools, I should be able to get it open."
Walf sets down his earthbreaker and backpack and fishes out the (masterwork) weaponsmithing tools, looking for something that might help get the spike out of the door or force the door open, like the tongs he uses to hold the blades as he beats them.
"Would one of you check the door for traps? I'd hate to blow myself up or any of you up opening it if we can avoid it."

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Ayita comes back from the stairs to where the others are being more thorough.
Aha! Thought we'd been through all this, spiders sure are distracting! Thank you for the healing, too.
Ayita attempts a check for traps... expecting more bugz...
perception for traps: 1d20 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12

Roscoe Elring - Champion |

Mouser retrieves his everburning torch as the others discuss options.
"Let's just leave the door--it looks like it goes outside. Let's try upstairs. I think something might be up there."

Frantino Kaddren |

Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Frantino checks the door with the spike in the lock. "My guess is that someone really didn't want whatever is inside this closet getting out! We can leave the back door until we're on our way out, but we should still be thorough if we want to find any more clues."

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If the lock cannot be picked, Walf hands Frantino any tool that looks like it might help break open the door and assists Frantino trying to do so.
Strength to Aid: 1d20 + 3 ⇒ (12) + 3 = 15