Heyou! Bumblebrasher
|
will save: 1d20 + 7 ⇒ (11) + 7 = 18 Frightened 1, and that attack actually hits
| Dungeon Master S - 2e |
Heyou! zigs when he should have zagged DMG: 1d6 + 6 ⇒ (6) + 6 = 12
Round 1:
Ferrun: Hit
Chivivit: TUHL
Heyou!: Mad Bombs
Sir Holton: Blind
Warriors: ATK
Kicsit: Go
Seer: TBD
Pazúr: TBD
White: 2 Blind until Round 2 turn. No reactions so long as spell sustained.
Black: 15 (3 Persistent Fire)
Green: 2
Blue: 34 (3 Persistent Fire)
| Dungeon Master S - 2e |
Kicsit weaves a hypnotic pattern.
Blue: 1d20 + 8 ⇒ (2) + 8 = 10
Black: 1d20 + 8 ⇒ (2) + 8 = 10
Both boggards are utterly fascinated by the display!
The leader in the back hops forward into the fracas, blindly bumping into her guard. She releases a croak so potent you can see the air shake! It washes over the party, splitting eardrums! Sir Holton, Ferrun, and Heyou! need to make a basic REF save versus Sonic: 4d6 ⇒ (2, 1, 6, 2) = 11
Round 1:
Ferrun: Hit
Chivivit: TUHL
Heyou!: Mad Bombs
Sir Holton: Blind
Warriors: ATK
Kicsit: Hypnotic Pattern
Seer: Seer stuff
Pazúr: Go
Round 2:
Ferrun: Go (May need bot)
Chivivit: Go
Heyou!: Go
Sir Holton: Go
Warriors: TBD
Kicsit: TBD
Seer: TBD
Pazúr: TBD
White: 2 . No reactions so long as spell sustained.
Black: 15 (3 Persistent Fire) Fascinated, no reactions
Green: 2
Blue: 34 (3 Persistent Fire) Fascinated, no reactions
Heyou! Bumblebrasher
|
reflex: 1d20 + 13 ⇒ (15) + 13 = 28 Hope that was good enough :P
Heyou! takes a step back so as to not provoke, and determines it is time to use the bottled lightning. "Sorry, Ferrun and Sir Holten. Me heal you soon!"
moderate bottled lightning vs green, frightened: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25 electrical: 2d6 ⇒ (5, 6) = 11 2 electrical splash, plus green is flat-footed until the start of my next turn
He then chucks his dagger at green, hoping to not be afraid of him any more!
returning dagger, frightened, vs FFAC: 1d20 + 12 - 4 - 1 ⇒ (20) + 12 - 4 - 1 = 27 P: 1d4 + 1 ⇒ (1) + 1 = 2 crit for 4?
The dagger flies back into his hand, and he feels far less scared.
| Ferrun Munkustrap |
Reflex Save: 1d20 + 10 ⇒ (18) + 10 = 28
Ferrun drives his attack ferociously at the leader.
Claws: 1d20 + 14 ⇒ (8) + 14 = 22
Slashing Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Claws: 1d20 + 14 ⇒ (16) + 14 = 30
Slashing Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
| Dungeon Master S - 2e |
Croak DC is 19.
Ferrun's response is savage and final! The swampseer collapses in a widening pool of blood! +! Hero point for the crit kill!
Heyou! Lands a sparking bomb as purple lightning lights the room for a moment! He then drills a dagger through the boggard's ear!
Round 1:
Ferrun: Hit
Chivivit: TUHL
Heyou!: Mad Bombs
Sir Holton: Blind
Warriors: ATK
Kicsit: Hypnotic Pattern
Seer: Seer stuff
Pazúr: Go
Round 2:
Ferrun: Crit Kill
Chivivit: Go
Heyou!: Crit
Sir Holton: Go
Warriors: TBD
Kicsit: TBD
Seer: TBD
Pazúr: TBD
Black: 17 (3 Persistent Fire) Fascinated, no reactions
Green: 19 FF
Blue: 34 (3 Persistent Fire) Fascinated, no reactions
Sir Holton Carver
|
Hoping that these creatures do not have quick reflexes, he moves through Ferrun's space and onto the other side. Then takes two swings on the newly flanked foe.
Attack 1: 1d20 + 12 ⇒ (12) + 12 = 242d8 + 5 ⇒ (5, 2) + 5 = 12
Attack 2: 1d20 + 7 ⇒ (3) + 7 = 102d8 + 5 ⇒ (8, 5) + 5 = 18
| Pazúr Sixclaw |
Will, DC 21: 1d20 + 9 ⇒ (17) + 9 = 26
Seeing Ferrun surrounded by frog-critters, Pazúr darts forward and slashes at the green-gilled boggard!
Stride, Strike x2 at Green.
Claw attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Claw attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d6 + 1 ⇒ (4, 2) + 1 = 7
| Dungeon Master S - 2e |
Pazúr's will is indomiminble, and he steps in. Both of his attacks are brutal, and combined they easily fell the boggard! Double crit and a kill! A hero point to Pazúr!
Sir Holton's first attack is powerful. He cuts deep, though hte fascinated warrior fights on!
Round 2:
Ferrun: Crit Kill
Chivivit: Go
Heyou!: Crit
Sir Holton: Hit
Warriors: TBD
Kicsit: TBD
Seer: TBD
Pazúr: TBD
Black: 29 (3 Persistent Fire) Fascinated, no reactions
| Dungeon Master S - 2e |
Chivivit tries to really rain on the flanked boggard:
Will Evil Eye: 1d20 + 8 ⇒ (19) + 8 = 27 PASS
Phantom Pain: 1d20 + 8 ⇒ (7) + 8 = 15 FAIL Mental: 2d4 ⇒ (3, 4) = 7
Chivivit's spell wracks the boggard's mind, so much so that it can't fight back against the flames engulfing it. With a croak of agony it falls to the ground!
The remaining two, literally backed into a corner, do their best to stave off the likely inevitable:
Red Club v. Ferrun 1: 1d20 + 10 ⇒ (11) + 10 = 21 MISS
Red Club v. Ferrun 1: 1d20 + 5 ⇒ (15) + 5 = 20 MISS
Red Club v. Ferrun 1: 1d20 + 0 ⇒ (15) + 0 = 15 MISS
Blue club v. Sir Holton 1: 1d20 + 10 ⇒ (15) + 10 = 25 for DMG: 1d6 + 6 ⇒ (2) + 6 = 8
Blue club v. Sir Holton 1: 1d20 + 5 ⇒ (1) + 5 = 6 MISS
It then backs away!
Round 2:
Ferrun: Crit Kill
Chivivit: Magic
Heyou!: Crit
Sir Holton: Hit
Warriors: Fight
Kicsit: Go
Seer: TBD
Pazúr: Go
| Pazúr Sixclaw |
Having torn his first target in half, Pazúr advances into the room, keeping out of the reach of the boggards as he moves into position. He then slashes with his claws at the blue-gilled frogman!
Stride, Strike x2 at Blue.
Claw attack: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 1 ⇒ (2, 3) + 1 = 6
Claw attack: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Kicsit
|
Kic moves into the room and launches a handful of dirt and loose tiles at the same target the cat swashbuckler attacks (will move to other target if dead...
Tele Proj(blue): 1d20 + 11 ⇒ (12) + 11 = 23
damage?: 1d6 + 4 ⇒ (3) + 4 = 7
| Dungeon Master S - 2e |
Claw and dirt strike true, leaving a bloody boggard!
Round 3:
Ferrun: Go
Chivivit: Go
Heyou!: Go
Sir Holton: Go
Warriors: TBD
Kicsit: TBD
Pazúr: TBD
Blue: 19
| Ferrun Munkustrap |
Ferrun continues to tear apart the remaining boggards. First the red one with slash and more slash.
Claws (1st Attack): 1d20 + 14 ⇒ (13) + 14 = 27
Slashing Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Claws (2nd Attack): 1d20 + 10 ⇒ (13) + 10 = 23
Slashing Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Then he steps closer and gets into a flank ready to take down blue.
| Dungeon Master S - 2e |
Ferrun's claws are like butcher's knives. His first strike is incredible. The follow up is lethal!
Round 3:
Ferrun: Crit + kill
Chivivit: Go
Heyou!: Go
Sir Holton: Go
Warriors: TBD
Kicsit: TBD
Pazúr: TBD
Blue: 19
Heyou! Bumblebrasher
|
Heyou! moves up and throws his dagger twice.
+1 returning dagger: 1d20 + 12 ⇒ (7) + 12 = 19 piercing: 1d4 + 1 ⇒ (3) + 1 = 4
+1 returning dagger: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20 piercing: 1d4 + 1 ⇒ (3) + 1 = 4
| Dungeon Master S - 2e |
Heyou! hurls his dagger, striking true. It returns for a moment before he hurls it again making an identical wound!
Round 3:
Ferrun: Crit + kill
Chivivit: Go
Heyou!: Hits
Sir Holton: Go
Warriors: TBD
Kicsit: TBD
Pazúr: TBD
Blue: 27
Sir Holton Carver
|
Holton steps forward and attacks twice, attempting to finish it off.
Attack 1: 1d20 + 12 ⇒ (15) + 12 = 272d8 + 5 ⇒ (1, 2) + 5 = 8
Attack 2: 1d20 + 7 ⇒ (2) + 7 = 92d8 + 5 ⇒ (3, 5) + 5 = 13
| Dungeon Master S - 2e |
Sir Holton steps in and brings finality to the boggard. With a final groan and half a croak he falls!
Out of combat!
Sir Holton Carver
|
With no immediate threats, we take some time to heal up and loot the bodies.
Heyou! Bumblebrasher
|
Heyou! runs around, carefully checking each body for what treasures they may have.
| Ferrun Munkustrap |
"Let us know if you find anything valuable, Heyou!"
Ferrun also examines the room, but trying to figure out what these boggards were up to.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Once Ferrun is satisfied that the room has been searched, he listens to the south door. Once his companions are ready, he proceeds to open the doors.
| Dungeon Master S - 2e |
The leader wears a silver necklace worth 150 gp that is obscured beneath the rolls of her neck. You didn't notice it until you searched. It's gross, but worth a fortune. It's the only thing of note in the room.
Heyou! Bumblebrasher
|
"Who is hurt? Me can patch you up good!"
healing vs Ferrun DC20: 1d20 + 13 ⇒ (13) + 13 = 26 healing: 2d8 + 10 ⇒ (4, 3) + 10 = 17
healing vs Heyou! DC20: 1d20 + 13 ⇒ (8) + 13 = 21 healing: 2d8 + 10 ⇒ (2, 1) + 10 = 13
He then offers one of his elixirs of life to Ferrun if not already fully healed.
healing: 3d6 + 6 ⇒ (3, 5, 4) + 6 = 18
| Ferrun Munkustrap |
Ferrun gladly accepts the elixir.
"This sure tastes quite good right now."
Ferrun will also use his lay on hands ability to heal some more of his wounds.
"Let's rest for a minutes and then I will be ready to lead us onward."
Ferrun will take ten minutes to regain a focus point.
| Dungeon Master S - 2e |
After 10 minutes to refocus, the party moves to the door. It seems safe enough, so with a nod it is opened. Two large sheets of metal are affixed to the stone walls to the west and east, reflecting each other and this room. Three statues, each so damaged as to be unidentifiable, litter the south end of this room next to a large nest of leaves and mud.
Assumption of Ferrun Scouting
Hostiles: 1d20 ⇒ 15
Ferrun: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Pazúr: 1d20 + 10 + 2 + 1 ⇒ (2) + 10 + 2 + 1 = 15
Heyou!: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Holton: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Chivivit: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Kicsit: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Heyou! Bumblebrasher
|
Heyou! runs in and starts searching the room, and is especially interested in the two metal mirrors. "Hey, there is a stairway down."
| Dungeon Master S - 2e |
Stairs up.
Heyou! Bumblebrasher
|
”or up. One of the two I am sure. ”
| Ferrun Munkustrap |
”From what I have seen, all stairs that I’ve encountered do go either up or down. If you find anything different, be sure to let me know.”
Ferrun is in search mode.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Ferrun carefully moves his way up the stairs. ”Watch your step, my friends. We are likely not welcome where we are going.”
| Pazúr Sixclaw |
As Ferrun moves into the room, Pazúr calls out, "The stairs seem to be the least interesting things in this room, gang. What's the story with the two large sheets of metal affixed to the walls, for example? And what happened to those three statues? And does something live in that nest of leaves and mud, other than the critters we just fought? There's a lot going on here."
I don't want to delay us if there isn't anything of note here, but there was a lot in the description - the sheets of metal, in particular, scream "TRAP" to me. I'll take a closer look at them as we enter the room.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
| Dungeon Master S - 2e |
On Pazúr's suggestion the party investigates the room. Heyou! knows his way around unstable magic, and this room is rife with it. The plates are likely some kind of ancient magical whirlygig. He thinks that messing with it at all, even trying to ferret out what it does, is likely to end in the magic overloading and exploding in this room...
It's hard to tell if his tone is one of warning or longing.
Otherwise, this room seems clear.
4d20 ⇒ (9, 17, 5, 6) = 37
Heyou! Bumblebrasher
|
"Me wanna see it all go boom-boom! That'd be fun!" says Heyou! "But, if you want me to try and disable it all, just to spoil all the fun, me can do that, too!"
| Ferrun Munkustrap |
”Disabling seems like a good idea to me, but let’s wait until I give you space to practice your art. I don’t need to be too close when you try.”
Ferris steps back out of the room and let’s Heyou do his work.
| Dungeon Master S - 2e |
Heyou! takes one look at the situation and determines that it's less complicated than he thinks. Each of the five magical sources here are lights. If all 5 are on at the same time, it'll likely explode. It probably won't be a massive explosion, but it certainly wouldn't tickle. Likely, once upon a time, a long time ago this room was some sort of study area.
Heyou! Bumblebrasher
|
"Aw... that's too easy. Don't turn on all the lights. No more than 5."
He then searches around just to see if there is anything else around.
| Dungeon Master S - 2e |
Heyou! concludes that the party has killed, taken, or broken, everything of interest on this floor.
All eyes turn to the stairs as the party thinks about what brought them here in the first place.
Heyou! Bumblebrasher
|
"Let's go upstairs!" calls out Heyou! as he rushes to the stairs and starts climbing up.
Sir Holton Carver
|
”It is hard keeping up with this goblin, despite its short legs. Also never thought I would be following a goblin’s lead but it is hard to ignore this enthusiasm.”
| Dungeon Master S - 2e |
the party moves to the stairs, trying to keep up with the indefatigable goblin. Sir Holton stops him as he gets past the second stair.
The half-orc spots some broken darts on the stairs, and on the other side are tiny holes between the bricks. This stairwell is trapped! It looks like there are more holes than darts, so the trap is likely still active. Thievery check to know more and/or disable it.
Assumption of Ferrun Scouting
Hostiles: 1d20 ⇒ 13
Ferrun: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Pazúr: 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
Heyou!: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Holton: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Chivivit: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Kicsit: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Heyou! Bumblebrasher
|
"Yeah, sure! Me can do. No problemo!"
thievery, infiltrators tools: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
"All done!" I hope
| Pazúr Sixclaw |
As Heyou! works on the trapped staircase, Pazúr watches and remarks, "I do hope this Cursebreaker thing is upstairs, so we can put this creepy curse to rest. I keep feeling like one of us is going to turn into a puddle of goo any minute, and start trying to ingest the rest of us."
Heyou! Bumblebrasher
|
"I can do that!" replies the goblin. "What's an eland?"
| Dungeon Master S - 2e |
The party makes their way upstairs to an oddly shaped landing. There's a narrow door with a small window in it to the north, and a grand double door to the east. The double door bears a carving of a sunburst with rays pushing away storm clouds. An irregular alcove near the doors has a small stone table bearing an open chest. a lone boggard stands guard. It's shocked to see anyone, apparently it was relying on the trap to alert him of intruders. Upon seeing you he quickly moves to sound an alarm!
Round 1:
Pazur: Go
Chivivit: Go
Boggard: TBD
Holton: TBD
Kicsit: TBD
Ferrun: TBD
Heyou!: TBD
Assumption of Ferrun Scouting
Hostiles: 1d20 + 8 ⇒ (18) + 8 = 26
Ferrun: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Pazúr: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28
Heyou!: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Holton: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Chivivit: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Kicsit: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18