Valdrin |
Religion: 1d20 + 8 ⇒ (6) + 8 = 14
After tending Serpens' wounds, he brushes his hands together before taking a look at the symbol on the fallen while getting close to Trista and Elise. Noticing Fentus and his food, the cleric chuckles, distracting him from figuring out what the symbol means. Pulling out more tinctures and ointments, he speaks at the wounded Elise with a raised eyebrow.
"Elise, this might sting a bit, but let me get these wounds of yours tended to. Sarenrae would be proud with how you handled yourself, just, try to get cut up a bit less. Honestly, I wish I could do more, but I'm of healing prayers."
Treat Wounds Elise | Assurance: 2d8 ⇒ (7, 6) = 13
Treat Wounds Elise | Assurance: 2d8 ⇒ (7, 3) = 10
Treat Wounds Trista | Assurance: 2d8 ⇒ (6, 2) = 8
Another half hour to mend up most of Elise's and Trista's injuries. Most everyone should be at fairly good health.
DM DoctorEvil |
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For being the thing that keeps everyone going, Valdrin is awarded 1 Hero Point. Nice job!
Valdrin cannot identify the strange symbol worn by the charau-ka and the frog thing. Its clear they were working together, but why here in the lair of the Bumblebrashers is still a mystery.
While the cleric attends to the wounds of Trista and Elise, and Fentus snacks his way through the dungeon of the Citadel, Olaf gets a little stir crazy and starts poking through the tents and other detritus in the messy room. After a few minutes, he comes up with a small glass bottle, filled with clear water-like substance. The smell coming from the bottle is chemical however, like ether or some other slightly unpleasant odor.
DM DoctorEvil |
After an hour of basic first aid and mending wounds, the group is at last ready to move on. The door to the north of the room is barricaded from this side, and occasionally angry grunts and growls along with the sound of claws scratching the interior of the door give some pause. But Trista is curious and Serpens starts moving the crates and debris blocking the door in order to open it.
Finally the door is freed enough to open. Flinging it inward, the group sees a stately bedroom that looks like a horrific crime scene. Sprawled haphazardly everywhere are half-mauled humanoid bodies lying in pools of congealed blood, splintered furniture, bed curtains, rugs torn to shreds, and massive piles of animal dung, some still obviously quite fresh.
In one corner of the room, the ruined leg of a frog-man dangling from its mouth is a massive grizzly bear, easily the biggest you've ever seen. It roars in anger as the door is opened, but doesn't immediately move to attack. Instead crunching noisily on the leg it already has.
Apparently, you have found Big Bumble!
Any actions here against the man-eating pet of the goblins? Both tactical and Citadel maps have been updated
%die: 1d100 ⇒ 68
Valdrin |
"Whatever is in there, sounds angry and hungry. Perhaps we could feed it one of these creatures?" the cleric suggests while taking inventory of his medical supplies. "I mean, it doesn't sound like something we would want to.... wait a minute. Is that Big Bumble, the pet the Bramblebashers mentioned?"
Fentus Mourncrag |
Fentus understands this Bear immediately, he moves forward, having finished his bird leg already and drags the frog creature over to the bear, offering it up to the bear.
Making hand motions and nodding at the bear, ”Come on big Bumble, here’s a tasty snack for ya, I’m sure it’s real good,”
charisma: 1d20 + 4 ⇒ (20) + 4 = 24
He moves forward holding his hand out, letting the bear sniff him, if it doesn’t look like it’s gonna eat him as he offers the frog man corpse.
Elise "Finch" Grimms |
Before they move forward, Elise claps a hand on Valdrin's shoulder gratefully, smiling at the man. "Thanks for keeping us alive. Whenever we get back to town, I'll grab a healer's kit so I can be helpful. I've got some training in that."
--- With Big Bumble ---
Elise holds her rapier at the ready, waiting to see what happens with their attempts on Big Bumble.
DM DoctorEvil |
It is actually a Nature check to Command an Animal, but with a nat 20 roll, it'll work for Fentus either way.
Fentus puts down his own mobile dinner, and drags one of the corpses into the room with the confused but not hostile grizzly. The bear growls a grumpy warning, but does not attack as Fentus gives it hand signals and direction to take the new corpse. While there are still ample bodies around the room, most are a bit stale or chewed on a while, but this corpse is still fresh and warm. Big Bumble takes the new body, and with a feral look about, drags it atop the large bed in the room, and lies down to eat the fresh kill, decidedly ignoring the party for now.
Nicely played! You can move about freely for now at least.
Trista Lortella |
Totally ignoring the gory scene around her, Trista searches the room, looking for anything useful, or any clue to the origins of the frogmen.
"Big Bumble, where did all of the nasty frogs come from?" She muses to herself.
Elise "Finch" Grimms |
Elise will search the room as well, focusing on digging through the pockets and belongings of the corpses in the room.
Olaf, Son of no-one |
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Olaf watches the whole scene with Big Bumble play out, somewhat bewildered at the lunacy of it all, but ultimately happy he didn't have to fight the big beast yet, hopefully he woulnd't have to.
Not much honor in fighting a pet, feral goblin pet or otherwise.
DM DoctorEvil |
Searching the dead remains, Elise finds them to all be badly mauled, but one of the frog-man corpses has an intact tanglefoot bag, while one of the dead charau-ka has a vial of alchemist's fire.
I added these items to the Loot Tracker. If someone wants to claim them for avaiable use later, just LMK.
On the north side of the room, the debris holds a tattered collection of books strewn among the wreckage. Most are very badly damaged, and none seem to be of inherent value, but they seem to contain reams of historical information about the Order of the Nail, the Hellknights that used to occupy the Citadel. Apparently this once-opulent bedchamber was for one of their high-ranking leaders.
You may be able to learn information depending on how long you study these books. Given the rather large (and smelly) omnivore in the room, that may or may not be a wise decision...
Elise "Finch" Grimms |
Elise would like the tanglefoot bag and the vial, if nobody objects.
Elise pokes at the books and waves over Trista. "Want to see about grabbing some of these books to read through later? I can carry some, you can carry some..." She glances at Big Bumble nervously, eager to leave the room. "I don't want to test our luck with the big guy."
Trista Lortella |
"Now that we are friends, maybe we could shoo him out of here and read at our leisure. He won't hurt the Bumblebrashers, after all, and he may find his way back to the forest."
As long as no one objects, Trista will try to get the bear to leave. (Unless there is someone with better Nature skills that wants to do it.
Mr Serpens |
Serpens looks over the books.
None looked interesting to him unless he sees one on Deserts.
Serpens sneers at the bear Please get rid ofnthst thibg its giving me to heebie geevies
DM DoctorEvil |
Only Serpens has a higher Nature than Trista, and he is kind surly...
Using all her skill with animals, Trista coaxes Big Bumble from the ruined bed, trying to get him to leave through the southern door. Without complaint, the ursine occupant picks up the corpse of the frog-thing and with just one backward glance, it waddles out the door heading who knows where. Trista then shuts the door, securing the group from a return engagement of the savage bear, at least for now. Just where or when he might show up again, is anyone's guess.
Trista Command Animal Nature: 1d20 + 4 ⇒ (19) + 4 = 23
So now you are alone together in this abattoir of a bedroom. How long do you spend look through the books about the Hellknights? And who looks?
I will make some secret Decipher Writing checks for those who take up some of the ruined tomes, and are trained in Society.
Elise "Finch" Grimms |
Elise will pick up one of the books and start reading through it.
+6 to society. What length of time would it require to look through just one book? That's how long Elise would want to take, at least.
Fentus Mourncrag |
Fentus also goes and picks up one of the Hellknight books and beings to look through hoping for any scraps of information about his father.
Fentus is going to look as long as the rest of the party will let him. He is not trained in society, what other check would you like?
DM DoctorEvil |
with Big Bumble out of the way, the group dives into the tattered and ruined books, looking for anything interesting in the volumes of the Order of the Nail. AFter some reading, the group is able to piece together some of the history of the Order and Citadel Altaerein (see spoiler below). Additionally, the book tells of especially honored Hellknigts who were entombed in the crypts below the fortress in the Sepulcher of the Nail and the Hall of Lictors. Notably, the books state that valuables were interred along with some of the high-ranking Hellknigts in the Sepulcher. Specifically listed are:
- Mistress of Blades Xera Dalphine - bracers of missile deflection
- Master of Blades Renten Viselli - feather step stone
- Paravicar Yenesta - monkey pin
- Paralictor Loreen Sinelle - doubling rings
The records for the Hall of Lictors do not mention any names, but they do suggest that Order of the Nail tradition requires each lictor to be interred with a magical weapon of the type they favored in life. Among the lists of honored Hellknigts, Fentus is rather surprised to see his fathers name - Paralictor Armand Mountcrag!
In time, the Hellknights abandoned Citadel Altaerein for a much larger and better-funded home to the northwest in Varisia, leaving Hellknight Hill’s fortress mostly abandoned. For a few years, the Hellknights kept a small contingent of guardians to monitor the premises. But as their missions in Varisia mounted, the Order of the Nail abandoned even this effort, and the citadel began to fall into disrepair when its last caretaker left nearly a decade ago.
Elise Society: 1d20 + 6 ⇒ (6) + 6 = 12
Trista Society: 1d20 + 5 ⇒ (7) + 5 = 12
Fentus: 1d20 + 1 ⇒ (7) + 1 = 8
Olaf: 1d20 + 7 ⇒ (2) + 7 = 9
Serpens: 1d20 + 5 ⇒ (1) + 5 = 6
Trista Lortella |
Trista is pleased as punch at doing some surprise research.
"Well, that was very illuminating. Anyone up for dirving out some cultists? It seems there may be treasure to be found down in those vaults, and I wouldn't want to miss out on it!"
Mr Serpens |
Serpens raises an eyebrow Some high ranking hellknights these qere - buried with trinket tier magic items and talismans! the elf scoffs.
Still worth a trip to the catacombs I think. To drive out the cultisrs. Not for the fame and fortune, naturally Trista.
Fentus Mourncrag |
Fentus, shocked to see his fathers name listed among the honored Hellknights is even more eager than before. The crypts are bound to lead him to more information about his father...
"Well I'm ready, lets go!"
Valdrin |
"I wouldn't mind driving out some cultists, especially so that the goblins can have their home back. Is everyone ready?"
Valdrin keeps an eye on Fentus, and chuckles a bit as the lad continues to eat his way through this hostile environment.
Elise "Finch" Grimms |
"Sounds like a plan to me," Elise says, her rapier drawn and at the ready as they move forward. "I'll keep scouting ahead for traps and the like."
Elise "Finch" Grimms |
LOL that's a good point. Uh, the prior room, go to the west?
DM DoctorEvil |
1 person marked this as a favorite. |
I will take that as direction, not a question...
Elise leads the team back out of Big Bumble's lair, and through the antechamber to the door on the west. After carefully searching the door for traps or other shenanigans, she opens it only to find...another door.
A small 5' walkway ends in another door, and Elise repeats her procedure, painstakingly looking over everything, before quietly (she hopes) opening the next door.
This time the room opens into an oddly shaped room. Pieces of furniture are still intact here, although hanging from the ceiling's rafters in the center of the room is a strange structure made from ripped and knotted curtains.
Barely moving into the room, and in the dim light, Elise does not at first see the danger above, but Olaf, coming second does. Moving in the cloth structure on the exposed ceiling beams are at least 2 or 3 more of the baboon-like charau-ka, which lie in silent wait above.
elise Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Olaf perception: 1d20 + 4 ⇒ (13) + 4 = 17
Back into combat against these monkeys from Mwangi
DM DoctorEvil |
Lounge - Round 1
24 Elise
24 Serpens
23 Fentus
21 Green Charau-ka
20 Olaf
18 Yello Charau-ka
10 Red Charau-ka
9 Valdrin
7 Blue Charau-ka
There are, in fact, 4 charau-ka in the rafters. But some of the group acts first: Elise, Serpens, and Fentus. Tactical map will be up in a second. Dungeon map is updated.
Breckez Yellow: 1d20 + 6 ⇒ (12) + 6 = 18
Sckreep Blue: 1d20 + 6 ⇒ (1) + 6 = 7
Chilka Green: 1d20 + 6 ⇒ (15) + 6 = 21
Zort Red: 1d20 + 6 ⇒ (4) + 6 = 10
Elise: 1d20 + 6 ⇒ (18) + 6 = 24
Olaf: 1d20 + 4 ⇒ (16) + 4 = 20
Serpens: 1d20 + 7 ⇒ (17) + 7 = 24
Valdrin: 1d20 + 8 ⇒ (1) + 8 = 9
Trista: 1d20 + 6 ⇒ (15) + 6 = 21
Fentus: 1d20 + 4 ⇒ (19) + 4 = 23
Elise "Finch" Grimms |
Elise stows her rapier, steps just inside the door and out of the way to make room for the others, and then quickly draws out her shortbow and fires off an arrow at the Red Charau-ka.
Shortbow: 1d20 + 7 ⇒ (20) + 7 = 27 ooh, yay!
Shortbow damage, piercing: 1d6 ⇒ 1 less yay, but at least there's the deadly d10...
Deadly d10: 1d10 ⇒ 7
Actions: Interact to stow the rapier, Stride, Quick Draw
Fentus Mourncrag |
Fentus moves into the room and wickedly grins as he raises his hand and a ball of fire shoots out towards the blue Charau-ka.
Produce flame attack: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d4 + 4 ⇒ (2) + 4 = 6
*Stride
**Produce flame
DM DoctorEvil |
Lounge - Round 1 - continued
Elise steps into the room, clearing the door, and trades her rapier for a bow -- quickdrawing into a shot that critically hits Red Charau-ka. The arrow hits the monkey in one eye, not killing it, but seriously wounding.
Fentus squeezes past the others, striding to the back corner, before tossing a flaming ball at the monkeys. His thrown attack misses however .
Mr Serpens smirks distastefully at having to change his dignified cane for a ranged weapon, but does so, dropping the cane and drawing out his sling and launching a bullet at Yellow which bounces off the head of the charau-ka.
Green Charau-ka scampers to a pile of rocks held in the sheets above and flings one at Olaf who is in the doorway.
Serpens sling: 1d20 + 9 ⇒ (17) + 9 = 26
Bludgeoning dmg to Yellow: 1d6 + 2 ⇒ (3) + 2 = 5
Green Rock Throw: 1d20 + 8 ⇒ (12) + 8 = 20
Olaf Bludgeoning Dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Olaf is hit by a rock for 6hp dmg (I have him at 15/28 now). He is also up next before more enemies go.
Trista Lortella |
Trista shakes her head. She's much better at getting up close and personal.
She recalls if anything will be particularly harmful to the creatures, then tucks the book onto its carrying strap at her belt, then takes cover behind some debris.
Exploit Vulnerability, Stow Book, Take Cover
Esoteric Lore: 1d20 + 7 ⇒ (20) + 7 = 27
Olaf, Son of no-one |
Not sure if we had our exploration activities up, if so I had said Defend which lets me have shield raised. If so I'll use my Shield Block Reaction and only take 1 damage (20/28) and my shield will take one damage as well
Reacting to the attack from the monkey things, Olaf quickly chants out a spell and launches an arc of electricty off towards a pair of the monkies.
Cast Electric Arc, Raise Shield. Will use Shield Block again next round when attacked (ignore 5 damage, remaining damage goes to me and my sheild)
Shield 19/20
AC 20
Electric Arc, Green and Yellow, DC 18 basic reflex: 1d4 + 3 ⇒ (2) + 3 = 5
DM DoctorEvil |
Lounge - Round 1 - continued
Guess I forgot to list Trista on Initiative order, but she goes on count 21, so now.
Olaf blocks the thrown stone with his shield, just taking a small bruise from the ricochet. Retaliating, he blasts an arc of electrical energy up into the bedsheet fort blasting at a pair of the charau-ka. ONe of the targets dodges some of the damage, but the other is hit unaware and gets a nasty shock.
Hard pressed to attack at range, Trista studies her book for a few seconds, confirming that ground horseradish is effective against these Mwangi monkey-men, and then takes as much cover from thrown weapons as possible, stowing her book to protect it.
Screeching loudly, Red Charau-ka leaps down from the rafters and attacks Serpens with its sickle, swinging twice but only hitting once. The attacker cuts another slash across the front of the elf fighter's armor.
Yellow grabs a chunk of rock and launches it at Elise. The rock smashes the bard in the shoulder. It's survivable but going to leave a mark.
Serpens takes 4hp dmg. Elise takes 6. Valdrin is up next for the good guys.
Green DC 18 reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Yellow DC 18 Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
Red Charau-ka sickle: 1d20 + 8 ⇒ (17) + 8 = 25
REd Charau-ka sickle, 2nd strike: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
Serpens slashing dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Yellow Charau-ka thrown rock: 1d20 + 8 ⇒ (12) + 8 = 20
Elise bludgeoning dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Valdrin |
Seems like the boards ate my post, as I had moved and cast Daze on the critter next to Serpens. Currently on horrible mobile atm.
Mr Serpens |
Serpens smarts and lets out a long elvish curse.
He drops a hand off his cane and smashes at his target, the red one.
He opens with a snagging strike, making the opponent flat footed
Griffon Cane: 1d20 + 10 ⇒ (3) + 10 = 13
Bludgeoning Damage: 1d6 + 4 ⇒ (1) + 4 = 5
And then presses with another strike to grab the creature by the scruff of the neck
Griffon Cane 2nd attack, +1 if first missed: 1d20 + 5 ⇒ (4) + 5 = 9
Bludgeoning Damage: 1d6 + 4 ⇒ (3) + 4 = 7
and finally another bash for good measure
Griffon Cane 3rd attack, +1 if first missed: 1d20 ⇒ 9
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10
...or he will whiff on all of those.
DM DoctorEvil |
Lounge - Round 1 - concluded
Valdrin slips into the room, taking a space as far from the rock-throwing foes as he can. A little incantation, and he tries to daze the one melee opponent. The foe gives a little twinge of pain as it shrugs off most of the effect.
Blue Charau-ka screams out a primal cry, holding its smoking dragon-claw symbol and leaps down to attack Olaf with its sickle. The magus is able to successfully avoid the hit, his shield blocking the damage instead.
End of Round 1
Red Charau-ka will DC18: 1d20 + 4 ⇒ (15) + 4 = 19
Blue Charau-ka sickle: 1d20 + 8 ⇒ (13) + 8 = 21
Slashing dmg to Olaf: 1d4 + 3 ⇒ (1) + 3 = 4
DM DoctorEvil |
Lounge - Round 2
24 Elise (19/26hp)
24 Serpens (19/26hp)
23 Fentus
21 Green Charau-ka (3hp dmg)
21 Trista
20 Olaf (20/28hp, shield raised)
18 Yellow Charau-ka (10hp dmg)
10 Red Charau-ka (9hp dmg)
9 Valdrin
7 Blue Charau-ka
Serpens takes a flurry of blows with his cane (after picking it up) on the Red Baboon. Unfortunately, the charau-ka is able to avoid all those strikes and cane whooshes through empty air several times.
Elise and Fentus up now in Round 2.
Elise "Finch" Grimms |
Elise stashes her bow now that the charau-ka is right in front of her...and Serpens is in a nice flanking position with her. She quickly draws her rapier and stabs at it twice.
Rapier: 1d20 + 7 ⇒ (10) + 7 = 17
Rapier damage, piercing: 1d6 ⇒ 4
Sneak Attack damage: 1d6 ⇒ 3
Rapier: 1d20 + 2 ⇒ (9) + 2 = 11 pretty sure that doesn't hit, but that's okay
Rapier damage, piercing: 1d6 ⇒ 3
Sneak Attack damage: 1d6 ⇒ 3
Actions: Interact to stow bow, quick draw, strike. 19/26HP
Fentus Mourncrag |
"You defile these halls!" Fentus yells at the Charau-kas as he produces more flame.
Produce Flame Attack vs Red Charauka: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
DM DoctorEvil |
Lounge - Round 2 - continued
As the Red Charau-ka steps into a flanked position, Elise takes advantage turning what might have been a miss into a hit, and dealing extra damage. Her second strike is a true miss however. The Red foe looks pretty worse for wear.
Launching more fire at Red Baboon-Man who is not flanked, Fentus is a bit frustrated to see the ranged spell attack just miss.
From the rafters, Green Charau-ka grabs more rocks and chucks them at the invaders down below. Green throws a second chunk of debris, but the second throw misses, smashing against the rear wall with a loud noise
Valdrin takes 7hp dmg. I have him at 7hp remaining, FYI. Trista and Olaf are up now.
Green rock throw at Valdrin: 1d20 + 8 ⇒ (8) + 8 = 16
Valdrin Bludgeoning dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Green Throw at valdrin, 2nd strike: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
Trista Lortella |
With the attacker on the ground seemingly in hand, Trista attempts to deal with the one left on the rafters.
◇Drop sword, ◆Draw shortbow, ◆Strike, ◆Strike
shortbow: 1d20 + 7 ⇒ (14) + 7 = 21 for piercing: 1d6 ⇒ 6
shortbow: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16 for piercing: 1d6 ⇒ 2
He should have Weakness 3 to my attacks, but no implement's empowerment.
Olaf, Son of no-one |
Blocking the slash from the monkey in front of him, Olaf replies in kind, adding magic to his strike.
Spellstrike Blue: 1d20 + 8 ⇒ (9) + 8 = 17
Hopefully his flanking somehow applies to me
Damage Bastard Sword, S: 1d8 + 4 ⇒ (6) + 4 = 10
Damage Gouging Claw, S: 1d6 + 3 ⇒ (5) + 3 = 8
spellstrike, raise shield
AC 20, will shield block as a reaction
DM DoctorEvil |
Lounge - Round 2 - continued
Trista, armed with some knowledge of the Mwangi charau-ka's weakness, fires her bow twice into the rafter, hitting once and missing with the second shot. The one hit is enough to down Yellow, who falls from the rafters with a dull thud.
On the ground, Olaf strikes out at Blue, who is engaged in melee with him. Unfortunately, his magically imbued attack is just barely dodged by the agile monkey figure.
Sorry, flanking AC penalty only against those actually flanking per the rules.
Flanking the elven fighter with Blue, Red Charau-ka strikes at Serpens twice with its sickle. The enraged invader hits twice against poor Serpens.
Serpens is hit twice for 12hp, show him with 7hp left. Valdrin is up next.
Red Sickle: 1d20 + 8 ⇒ (14) + 8 = 22
Red Sickle, 2nd strike: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Slashing dmg: 2d4 + 6 ⇒ (4, 2) + 6 = 12