
GM_NotAngryButUpset |

The plain wooden door to the south is thrown open to reveal an abandoned larder. Rusted hooks hanging by chains from the ceiling drip with the fetid remains of butchered animals. Barrels and bags have been gnawed through by rodents, and their contents have been emptied and spilled across the floor, grown moldy. A foul stench hangs in the air, and a pile of trash and rubbish occupies the floor.
After a moment standing at the door, possibly wrenching from the stench, Danus notices the pile of trash begins to move, and then suddenly, a swarm of ravenous cockroaches erupts from the heap!
Boros: 1d20 + 7 ⇒ (19) + 7 = 26 (perception)
Danus: 1d20 + 7 ⇒ (3) + 7 = 10 (perception)
Sebastien: 1d20 + 7 ⇒ (17) + 7 = 24 (perception)
Shemar: 1d20 + 4 ⇒ (6) + 4 = 10 (perception)
Valkor: 1d20 + 4 ⇒ (14) + 4 = 18 (perception)
Cockroach Swarm: 1d20 + 8 ⇒ (20) + 8 = 28 (stealth)
Catching the group by surprise, the swarm gets the jump on them. In a sickening display of creepy crawliness, the swarm moves en masse out the door, like a glistening brown carpet, and surrounds Danus, Boros, Tor, and Valkor!
◆Stride, ◆Swarming Bite, ◆Swarming Bite
Swarming Bite, P dmg: 1d8 ⇒ 7
Boros Basic Ref: 1d20 + 9 ⇒ (8) + 9 = 17 Fail!
Danus Basic Ref: 1d20 + 9 ⇒ (3) + 9 = 12 Fail!
Tor Basic Ref: 1d20 + 4 ⇒ (12) + 4 = 16 Fail!
Valkor Basic Ref: 1d20 + 6 ⇒ (1) + 6 = 7 Crit Fail!
Swarming Bite, P dmg: 1d8 ⇒ 5
Boros Basic Ref: 1d20 + 9 ⇒ (20) + 9 = 29 Crit Success!
Danus Basic Ref: 1d20 + 9 ⇒ (13) + 9 = 22 Success!
Tor Basic Ref: 1d20 + 4 ⇒ (20) + 4 = 24 Success!
Valkor Basic Ref: 1d20 + 6 ⇒ (15) + 6 = 21 Success!
The swarm of roaches bite and nibble at fresh, warm, living flesh! Valkor gets the worse of it, as the roaches swarm into his mouth as he screams in terror and pain. He falls unconscious to the floor! Tor the Boar looks faint!
Round 1: Bold May Act!
Cockroach Swarm
Boros (17dmg)
Sebastien
Valkor (Unconscious, Dying 2)
Danus (17dmg)
Tor the Boar (15dmg)
Shemar
Oh boy!

Sébastien of The City of a Hund |

Unless I am missing some behind the screen shenanigans?
Bite damage 7 and 5
Boros Fail and Crit for 7 damage
Danus Fail and Success for 9 damage
Tor Fail and Crit for 7 damage
Valkor crit Fail and Success for 16 damage?

GM_NotAngryButUpset |

I had to redo that post after Boros's perception check. I may have done so in haste and got the math wrong. I'll recheck it in the morning. That crit fail def put Valkor at 0 again. Poor guy.

Shemar Dunebright |

Knowing nothing of nature, or bugs, Shemar witnesses the terrible damage that they are inflicting, and unleashes his most potent spell. Magic Missile!
magic missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
◆ ◆ ◆ magic missile
Wanting to move away from the death swarm, Shemar finds he is too slow, having taken too much time trying to blast the bugs!

GM_NotAngryButUpset |

at the start:
Boros (10dmg)
Valkor (7dmg)
Danus (8dmg)
Tor the Boar (6dmg)
Shemarm
Sebastien
First Swarming Bite: 7dmg on a fail, 3 halved on success, 14 doubled on crit fail. Results:
Boros (unconscious and dying 1)
Danus (15dmg)
Tor (13dmg)
Valkor (unconscious and dying 1)
Second Swarming Bite: 5dmg on a fail, 2 halved in success, 10 on crit fail. Results:
Well since Boros is unconscious, he doesnt technically get a save. As with Valkor. They just take damage and go to Dying 2.
So that leaves Danus at 17dmg and Tor at 15dmg.
So, and hear me out, the roach swarm will just continue to chow down on those unconscious folks, which means if you cant exterminate the bugs, your friends will be dead dead next round. If you want my friendly GM advice, drag them out of the room and shut the door. Its ok to retreat.[/ooc]

GM_NotAngryButUpset |

Yes, and I'll give you this:

Danus |

Know. Nature:1d20 + 7 ⇒ (4) + 7 = 11
Grabbing the downed Valkor and directing Tor to get Boros, Danus calls out.
"Back...back...let's get out of here. Tor get Boros and drag him out!'
He swiftly takes some meat from his pack and throws it into the centre of the swarm to try and distract it while they escape.
Not too sure if there would be a roll for that, but all he can think to try at the moment!!!

Sébastien of The City of a Hund |

Sébastien watches in disgusted horror the swarming cockroaches invading every nose, ears, mouth and boots of his dying companions!
The halfing Strides to the door and through to Ready shutting it once everyone is out!

GM_NotAngryButUpset |

Shemar blasts the hungry swarm with missiles of pure force, reducing their number by about half. Seeing his companions fall, Danus commands Tor to pull Boros to safety, as he does Valkor, forfeiting some of his rations along the way. Tor, being a good pig, grabs Boros by the sleeve and pulls him out the door. The cockroaches fall upon the meat, as well as cannibalize their fallen brethren, giving Shemar a chance to escape. Sebastien quickly slams the door shut once everyone is out.
Valkor Recovery DC 12: 1d20 ⇒ 2
Valkor moves to Dying 3!!!
Boros, I need a Recovery Check from you.

Sébastien of The City of a Hund |

@Boros you are correct.
Sebastien looks at the bleeding Boros.
Who knows how to use bandages?
The Bard will cast Guidance on whomever does....

Danus |

Danus quickly gets to work on Boros
Healing (Nature): 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14
Healed: 2d8 ⇒ (7, 4) = 11
He next moves on to Valkor, who is slowly slipping away!
Healing (Nature): 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20
Healed: 2d8 ⇒ (7, 4) = 11
Crap..sorry Boros...can I try again? Is was just a regular fail...not critical

Shemar Dunebright |

While Sebastien and Danos see to their comrades, Shemar will keep another swarm of magic missiles ready in case the roaches approach from under the door, or some other way.

GM_NotAngryButUpset |

Well, the bad news is: Administering First Aid is ◆◆= 2 Action Activity, so you'll only be able to get to one immediately this round. Since Valkor is more critical, let's say Danus gets to him first. I believe Danus has already used Battlefield Medicine on Valkor, which means it can't be used on him again today. Which means, Valkor is stabilized at 0, and Boros needs to give me another Recover Check, DC 11.
Hope that makes sense and hope I'm getting it right! Correct me if I'm wrong!

GM_NotAngryButUpset |

Boros Recovery DC 11: 1d20 ⇒ 3
As Danus tends to the near death Valkor, Boros slips a little further away. He's still clinging to life though!
Alright, Danus, you have Valkor stabilized at 0, you can tend to Boros now.

GM_NotAngryButUpset |

Danus quickly moves to Boros and is able to stabilize him as well.
You are back in the mess hall with four twice dead zombies, and two unconscious companions. The shut door seems to be keeping the cockroach swarm at bay. What's next?
Danus can use Medicine again to Treat Wounds, but will take 10 minutes each. Or, you have some potions...

Sébastien of The City of a Hund |

Sébastien will begin pouring a Potion down each of their mouths, as Danus takes the time required to complete the task.
Potion of healing Boros: 1d8 ⇒ 6
Potion of healing Valkor: 1d8 ⇒ 6

GM_NotAngryButUpset |

Once Valkor is back on his feet he can help out with treating Boros.
Battle Medicine Treat Wounds: 1d20 + 5 ⇒ (17) + 5 = 22
Heal: 2d8 ⇒ (5, 8) = 13
Valkor is back to 17, and Boros is back to 19 HP.
From here there is an unexplored door to the east, or there was an unexplored door upstairs and a whole level left unexplored upstairs. Or, you might want to retreat back to Oona's wagon at this point. What's the next step?

Shemar Dunebright |

"We did get banged up, but it seems as though everyone has been healed up. If we leave now, whatever baddies are left in here might be given time to prepare. I'm ready to try and finish this, except for maybe that stupid ghost, but if any of you are not, then we can go back to the wagon so you can lick your wounds."
Shemar states that he is ready to push on, but he is fairly clearly shaken.

Boros the Snake |

Boros gasps as he comes back to consciousness. "Get 'em off, get 'em off!" he shouts, swatting at his own clothes. It takes a moment for him to realize that he's somehow been rescued. "Did we kill the buggers?" He's extremely disappointed to find out they hadn't.
As he is restored to remarkably good health, his fighting spirit returns. "I say it's time fer some payback."

GM_NotAngryButUpset |

Danus opens the door to reveal a dimly lit room. Sunlight filters in through narrow arrow slits looking out onto the road on either side of the fort. Danus realizes they are on the ground floor, and this is one of the gatehouses flanking either side of the neck where the road runs through the fort, currently blocked by heavy portcullises on either end. Oona needs you to raise these portcullises in order to be able to pass her wagon through and on to Hearth. Two huge winches sit in the far corners of the room, built into the floor.

Danus |

Danus scans the room before entering and examining the huge winches.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
If all is clear he calls back to the others and enters the room, making for the winches to discover how they work and open the way for Oona.
"Come and give me a hand here mates! Let's open the way up for Oona and her wagon."

GM_NotAngryButUpset |

Directly from the book:
Each winch consists of a large wooden drum, half sunk into the ground, and long wooden handles spaced around it. The winches are large enough that two people can work together to turn them. Two thick iron chains wrap around each winch’s drum. One snakes up to a hole in the ceiling where it runs along a channel and attaches to one of the Watch’s two gates. The other hangs into a shaft beneath the winch itself and connects to a massive counterweight. The counterweight is necessary because each iron portcullis weighs about 1,200 lbs. Thanks to the counterweight, a single person can operate each winch. Each winch also has a chock attached to a lever so the winch can be locked into place.
Each of the two gates, the northern and the southern gate, has two winches attached to it, one in each Gate Room. To raise a gate, both winches must be operated simultaneously. To raise the gates, the heroes will have to man both Gate Rooms and shout through the arrow slits to coordinate their efforts.
So, it appears you will need to gain access to the other gate room and split the party between the two gate rooms in order to operate the winches and raise the portcullises.

Shemar Dunebright |

Split the party?! From the gm? Lol.
"Oh.". Shemar says after getting a good look at the mechanisms involved.
"Looks like we will need to make it to the other gate room to open this up. Let's all find the other gate room, then send a couple of his back to this one, yeah?"

Boros the Snake |

"Well, guess we're all headin' ta the other gate room," concludes Boros as the mechanism for controlling the gate becomes clear.
Is there a direct path East to the other gate room, or do we need to go up and then back down?

GM_NotAngryButUpset |

Although you can see the other gate room through the narrow embrasures and arrow slits, there is no direct path there from here. You will need to find means of accessing the other tower. There was the door upstairs in the barracks room that you had surmised lead outside to the east.