GM Doug H |
Thanks; see Slack. There is some discrepancy between what I thought your positioning would be (having an extra action and me wanting to push on) and where you are now, Regardless, the net/net is the same.
Grax's weapon slashes some beef off the cow, but the grace of Vildeis protects Nar from the mandibles!
⚰ ⚰ ⚰
More Horrible Discoveries! Round 2
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BOLD IS UP!:
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Graaxyn (39/49 HP)
Too-tuk (20/41 HP)
Artemis (30/42 HP)
Poppa (2) (-0 HP) │ Skitter Reaction Available
➤ Zher’myeh (33/33 HP)
➤ Nar (35/35 HP) │ Bolstered vs Nar's BM
???
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP) │ Boost round 1/4
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RECALL KNOWLEDGE:
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DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Zher'myeh Quattro |
Zher’myeh hops to it, drawing his rapier and maneuvering alongside Nar while drawing his blade...and chiding Artemis. What, one wasn't enough, you had to bring out more of 'em? Whose side ya on, anyway?
stabbity: 1d20 + 9 ⇒ (19) + 9 = 28
piercing: 1d6 ⇒ 4
plus Deadly if a crit: 1d8 ⇒ 7
Stride, Interact to draw, Strike.
GM Doug H |
Zher’myeh's blade almost slices off the creature's head but it skitters underfoot at the last moment! Nonetheless, it does some damage. Too-tuk takes his AOO and also hurts it a little.
Nar is up!
⚰ ⚰ ⚰
More Horrible Discoveries! Round 2
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BOLD IS UP!:
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Graaxyn (39/49 HP) │ Reaction Used
Too-tuk (20/41 HP) │ Reaction Used
Artemis (30/42 HP)
Poppa (2) (-9 HP) │ Skitter Reaction Used
Zher’myeh (33/33 HP)
➤ Nar (35/35 HP) │ Bolstered vs Nar's BM
?????
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP) │ Boost round 1/4
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RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Artemis Growl |
”You are going to blame me for that? I didn’t touch the cow corpse!”
Naralmukhlis "Nar" |
Nar takes an adjustment step, then digs deep into his blood to produce the innate magic of his kind. A ball of flame appears as he hurls it at the bug!
ATK: 1d20 + 9 ⇒ (15) + 9 = 24 for DMG: 2d4 + 4 ⇒ (4, 1) + 4 = 9
GM Doug H |
Another giant roach wriggles forth.
2d4 ⇒ (1, 1) = 2
It skitters over and attacks Zher’myeh
1d20 + 10 ⇒ (9) + 10 = 19
— but misses.
⚰ ⚰ ⚰
Most Horrible Discoveries! Round 2-3
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BOLD IS UP!:
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➤ Graaxyn (39/49 HP) │ Reaction Used
➤ Too-tuk (20/41 HP) │ Reaction Used
➤ Artemis (30/42 HP)
Poppa (2) (-18 HP) │ Skitter Reaction Used
Zher’myeh (33/33 HP)
Nar (35/35 HP) │ Bolstered vs Nar's BM
Momma (3) (-0 HP) │ Skitter Reaction Available
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP) │ Boost round 1/4
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RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Zher'myeh Quattro |
”You are going to blame me for that? I didn’t touch the cow corpse!”
Another giant roach wriggles forth.
2d4
It skitters over and attacks Zher’myeh
And yet they keep coming! Zher'myeh replies. Nothing attacked me until YOU showed up!
Graaxyn Bloodfinger |
Graaxyn strides to protect the toad. He swings his flail at Cockroach #2.
"Get out of our house, Roach!"
War Flail: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d10 + 4 ⇒ (1) + 4 = 5
He swings again!
War Flail: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d10 + 4 ⇒ (7) + 4 = 11
He prepares his reaction to protect his allies.
Artemis Growl |
"Are you in the same room I am?" asks Artemis, astounded by Zher'myeh's accusations. "Besides, aren't you a frog? You should love this!"
Artemis then uses his dimensional assault to appear next to Poppa Roach and bite!
jaws: 1d20 + 10 ⇒ (18) + 10 = 28
piercing, arcane cascade: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8 16 if that's a crit
He performs a spellstrike against #2 with produce flame
fist: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
bludgeoning, arcane cascade: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8
fire: 2d4 + 3 ⇒ (4, 1) + 3 = 8
He Steps up and punches Momma #3.
fist: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
bludgeoning, arcane cascade: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8
GM Doug H |
Graaxyn and Artemis destroy poppa roach!! Pieces fly through the air.
Too-Tuk |
Too-tuk chatters quietly as he moves closer to the remaining cockroach. He swings the curved blade toward the bug ferociously.
◆ Stride
◆◆ Power Attack: +1 fauchard (E): 1d20 + 12 ⇒ (15) + 12 = 27
Magic, Ghost Touch, Slashing: 2d8 + 4 ⇒ (5, 1) + 4 = 10
Deadly: 1d8 ⇒ 5
If the cockroach uses its escape reaction, its movement will trigger the following AOO. Else resolve at next legal trigger.
[dice=↺ Attack of Opportunity: +1 fauchard (E): 1d20 + 12 ⇒ (15) + 12 = 27
Magic, Ghost Touch, Slashing: 1d8 + 4 ⇒ (8) + 4 = 12
Deadly: 1d8 ⇒ 5
Zher'myeh Quattro |
"Besides, aren't you a frog? You should love this!"
That's species-ist, Zher'myeh says, shaking his head. You don't hear me commenting on your heritage, do you? Like your mange? or whatever that stuff is?
GM Doug H |
The last roach falls mid-skitter. All that's left are the grisly remains.
You have ample time to heal up with LoH cycling and Ward Medis.
Nar continues his medical investigation of the cow. He discovers it was killed by a blow to the head, probably several days ago.It is obvious the cow was dragged to its current position moments after it died; hence the bloodstains.
If you follow it out back you find a fenced-in pen and marks that make it clear where the cow was killed. You can search the area.
Artemis Growl |
"That we need to search for a human missing a tooth? What kind of tooth is it?"
GM Doug H |
Naralmukhlis "Nar" |
Medicine: 1d20 + 11 ⇒ (18) + 11 = 29
"Looks like it's a top left lateral incisor to me... Well, it's a clue anyway." Nar pockets it.
"Let's check this building too before we move on."
GM Doug H |
Status: Fully healed.
Whatever happened here was terrible. After you turn over every nook and cranny for clues (and spend time healing), it becomes apparent that there's nothing more to discover here.
⚰ ⚰ ⚰
You head back out onto the slick road, which descends sharply to the bottom of the valley that cradles Fiorna's Faith.
Thunder booms overhead and the rain comes down in violent sheets. Rivers of mud begin flowing, gathering force at an alarming rate. In minutes the road is essentially washed away — along with sharp branches and bushes — threatening to pull you along with it! Essentially you are caught in a mudslide
All players should make a Basic DC 15 Athletics to avoid being pulled downhill and taking 2d5 Slashing damage. You can roll the 2d8 yourself. Land-based minions and Eidolons must also make the save. I'm also open to being sold on other ideas.
Zher'myeh Quattro |
Ah, I'm gettin' too old for this...
Athletics: 1d20 + 5 ⇒ (14) + 5 = 19
in case that fails, slashing: 2d8 ⇒ (5, 2) = 7
Naralmukhlis "Nar" |
1 person marked this as a favorite. |
Methinks the DM is running the game from a treadmill again! ;-)
Athletics: 1d20 + 5 ⇒ (5) + 5 = 10 Nar slips in the mud and takes an awful ride downhill DMG: 2d8 ⇒ (2, 1) = 3 but thankfully takes little damage.
Too-Tuk |
Athletics (E) vs. DC 15: 1d20 + 11 ⇒ (2) + 11 = 13
Slashing: 2d8 ⇒ (8, 5) = 13
Too-tuk withstands the rushing water and mud, but he fails to notice the pine trunk rolling down toward him. He is caught in the back by the broken, jutting branches and shoved down into the mudslide. He emerges quite worse for wear.
::Eyes his dice:: Are we going to have issues?
Artemis Growl |
athletics DC15: 1d20 + 9 ⇒ (17) + 9 = 26
Artemis howls as he slides in the mud, but he is able to grab hold of a stable tree limb and prevent his fall. "Too-tuk! Nar! Hang on!"
With a crit success, can I also grab someone else?
GM Doug H |
Sure, it wlll give them a +2 circ bonus on their check.
Artemis Growl |
As Too-Tuk is sliding by, Artemis reaches out with his left hand and grabs the Tengu fighter by the leg as he slides past. "I have you, Too-Tuk! Hang on." He chuckles quietly as he saves the burly bird.
Jakobi Vulkk |
During the healing, Jakobi meditates with Vengeance to refocus.
Jakobi athletics: 1d20 + 5 ⇒ (7) + 5 = 12
Slashing: 2d8 ⇒ (1, 1) = 2
Vengeance athletics: 1d20 + 9 ⇒ (8) + 9 = 17
The rush of rain and mud is too much. Jakobi slips and falls!
"Ouch!"
Too-Tuk |
Too-tuk feels his leg catch on something as the mud washes him down the slope. He struggles to reach for whatever has caught him until the torrent subsides long enough for him to raise his head out of the water. Sputtering rain water and dirt, he plants his polearm and hoists himself to a standing position once his companion releases his leg. "Too-tuk is thankful Artemis was there to catch him," he says.
Graaxyn Bloodfinger |
Graaxyn whispers a prayer of thanks.
"To die in this miserable way would put an end to my suffering, and there is much yet to atone for. Praise Vildeis for saving me so I may be punished in a more fitting manner."
GM Doug H |
Jakobi is helped along by Vengeance, bruised but not too hurt. The party sprints to safety as the torrential downpour turns the trail into an impassable river of mud. High in the pass, you can hear trees cracking and boulders crashing together — a massive mudslide on the mountain pass.
Until this rain stops, you are sealed in the valley. Cut off from escape… or help.
⚰ ⚰ ⚰
After two more hours of slogging through treacherous terrain, a cluster of tiny homes rises from the gloom. You have arrived on the outskirts of Fiorna’s Faith.
No smoke rises from the chimneys. Doors hang open, windows are shattered, and no light or sound emanates from what appears to be an empty, abandoned town. It's difficult to see detail in the distance but you can make out structures in the gloom — a whole town, silent as a tomb.
Map updated. For now, I would like you to place the party's token on a given house and you can explore it. (Or you can do something else)
Something here is terribly wrong.
Zher'myeh Quattro |
Something here is terribly wrong, Zher’myeh observes, following Nar to the nearest hovel to investigate.
Jakobi Vulkk |
Moved token to first house on the left.
"Vengeance." Jakobi draws his eidolon near, and pulls his mask over his face as he approaches the nearest house.
Artemis Growl |
"Be ready." growls Artemis, as he prepares to move in (after a quick prestidigitation).
GM Doug H |
You enter the nearest home, which seems to be a single-family residence much like the other in the vicinity; its walls are made of wattle and daub and its roof is thatched. The door is broken in from the outside and there's dried blood all over the floor.
The contents of the house are turned over — as if a violent struggle took place in here, or it was ransacked… or both.
Artemis Growl |
Artemis carefully moves in, looking around for any clues as to what happened. "This close to the Deadlands... wait, that's where we are, right? I fear it can only be one thing."
GM Doug H |
The next home's door seems to have been removed; whoever did it seems to have been in a rush as they gouged the frame with their hand tool.
Graaxyn smells mildew and wet earth.
Inside, you find a single room with a bare earth floor. it's apparent that the place has been raided for supplies. Sheets lay twisted along the floor next to the two beds, as if their occupants were dragged away in their sleep.
The earthen floor slopes down to a freshly-collapsed collapsed sinkhole that's about two feet wide.
The sinkhole is now collapsed and there is no safe way to follow it.
GM Doug H |
Other huts here on the outskirts of town are in similar states: holes in the floor or broken-in doors and windows. They've all been ransacked for supplies.
I will assume you search ALL buildings, but we can focus on the important ones.
⚰ ⚰ ⚰
You move on through the gloom, approaching the town proper. With homes surrounding you now it's hard to shake the creepy feeling you're being watched.
There's a crossroads ahead. To the right the road ascends a up hill on which a large manor sits. Ahead and to your left is what looks like a sturdy stone building. Map updated. Choose a location, either "1" or "2" or continue deeper into the town.
GM Doug H |
You pass by the house on the hill and head towards the center of town. Overview map updated on Slide 2. Another location of interest coalesces in the gloom: a large single-story building — perhaps an inn — with a ramshackle barricade built in front of the entrance. Marked as "4" on the map.
For now you go into the sturdy stone building chosen by Nar and Too-tuck. You are in location 2
There's a sign painted on the wall: a pile of timber behind a crossed mining pick and shovel. The front door — which is intact and closed — proclaims this to be “Warland’s Yard, purveyor of general goods and supplies.”
Graaxyn Bloodfinger's Perception (T): 1d20 + 5 ⇒ (14) + 5 = 19 Scent
Too-tuk's Perception (E): 1d20 + 9 ⇒ (10) + 9 = 19 Darkvision
Nar's Perception (T): 1d20 + 9 ⇒ (19) + 9 = 28 Low-Light
3d20 ⇒ (2, 17, 10) = 29
As Graaxyn pushes the door open, he smells rotten food. Tall shelves line the walls and form aisles along the center of the room, and a long countertop runs along the wall to the left. There are two closed doors on that end of the shop as well.
The place has been ransacked — foodstuffs, tools, and containers lie scattered all over the floor.
Graaxyn Bloodfinger |
"Let's check the other rooms."
Graaxyn heads to the door to his left, and opens it if no one objects.