GM_NotAngryButUpset |
Alright, going back upstairs to the barracks!
Boros opens the door from the barracks, and is met with the refreshing air of outdoors. He sees a dimly lit enclosed area, actually a bridge that connects the two towers of the watch and spans over the guard rooms and neck below. A wooden enclosure has been built over the bridge, and light filters in through archer's loopholes built into the wooden walls. A set of murderholes in the center of the bridge look down upon the neck below.
Shemar Dunebright |
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Shemar will warily crouch down upon spotting the nest.
"Stop. Stay calm. There is a nest with six large bugs up there in the rafters."
He says as he points upward and begins backing away.
Boros the Snake |
Boros trudges back up to the top and to the outdoors.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
He didn't see the threat himself, but comes alert as Shemar warns them.
"Wait, why not just squash 'em?" asks Boros, who starts flipping his dagger in his hand like he means to throw it!
Danus |
"Great...now more bugs! This place is cursed, I swear!! So what do we do? Attack or try to sneak past?"
The young ranger attempts to get a better look at these bugs to see if he might know what they are.
Know. Nature: 1d20 + 7 ⇒ (5) + 7 = 12
GM_NotAngryButUpset |
Danus is not quite sure, but they look to be some sort of giant mosquito. They are about a foot long, with mottled, reddish-brown skin and yellow underbellies and four leathery, bat-like wings. They seem to be resting and nesting at the moment, you might be able to sneak by if you're careful.
Shemar Dunebright |
"Be very, very quiet. I don't like the idea of giant blood sucking mosquitos."
Shemar will cast shield, just in case, and attempt to sneak past the pests.
Stealth: 1d20 + 3 ⇒ (14) + 3 = 17
Sébastien of The City of a Hund |
Sébastien 's blue eyes travel up into the rafters, sees the Mosquitos, sighs and attempts to Hide by, using anything for Cover. He then Sneaks across the room.
Stealth(T): 1d20 + 5 ⇒ (5) + 5 = 10
1/2 Speed when Stealthing with 2 Actions is 20'!
The nervous bard looks up from his new position with trepidation....
Phone post, so not certain about Map stuff.
GM_NotAngryButUpset |
Recap just to bring us back up to speed: You've been hired by Oona Tealeaf, halfling merchant, to escort her and her wagon north through the Silverpine Forest to the town of Hearth. Along your way you've been ambushed by bandits, one of which you've captured, scared by a snake in the road, and attacked by feral dogs. You've had to fetch one of Oona's spooked ponies and found an ancient funeral mound with one too many dead bodies in it. You found another dead body on the road just before reaching Silverpine Watch, this seemed to have been drained of blood. Upon reaching Silverpine Watch, the place seemed quiet and empty. You made your way inside to be spooked by a ghost, mauled by zombies, and terrorized by a swarm of cockroaches. You found your way to one of the winch rooms needed to lift the portcullis and allow Oona and her wagon passage through the fort, but you realized you needed to reach the other gateway too, in order to fully operate the winch. So you're making your way to the other tower when...
Shemar, Boros, and Sebastien all try to sneak past the hive of giant bug-like creatures. Shemar seems to be doing ok, with sneaking, and Boros is a natural, but Sebastien is unable to find anything to hide behind in the open hallway, and while his eyes look upward at the nest, he trips over a loose nail and stumbles. Loudly. An agitated buzzing sound is heard coming from the rafters.
Boros: 1d20 + 7 ⇒ (1) + 7 = 8 (stealth)
Danus: 1d20 + 7 ⇒ (4) + 7 = 11 (perception)
Sebastien: 1d20 + 5 ⇒ (15) + 5 = 20 (stealth)
Shemar: 1d20 + 3 ⇒ (14) + 3 = 17 (stealth)
Valkor: 1d20 + 4 ⇒ (4) + 4 = 8 (perception)
Bugs: 1d20 + 6 ⇒ (19) + 6 = 25 (perception)
The hangry bugs descend from the rafters and onto our heroes!
Bug 1, Barbed Leg vs Shemar: 1d20 + 8 ⇒ (8) + 8 = 16
Barbed legs strike our sorcerer and attach to his clothes!
Bug 2, Barbed Legs vs Shemar: 1d20 + 8 ⇒ (8) + 8 = 16
Two bugs stick to him!
Bug 3, Barbed Legs vs Shemar: 1d20 + 8 ⇒ (6) + 8 = 14
Bug 3, Barbed Legs vs Shemar: 1d20 + 3 ⇒ (1) + 3 = 4
A third has a hard time finding purchase.
Bug 4, Barbed Legs vs Boros: 1d20 + 8 ⇒ (12) + 8 = 20
One of the bugs catches Boros too!
Bug 5, Barbed Legs vs Boros: 1d20 + 8 ⇒ (4) + 8 = 12
Bug 5, Barbed Legs vs Boros: 1d20 + 3 ⇒ (20) + 3 = 23
A second one critically attaches itself to Boros!
Bug 6, Barbed Legs vs Sebastien: 1d20 + 8 ⇒ (3) + 8 = 11
Bug 6, Barbed Legs vs Sebastien: 1d20 + 3 ⇒ (18) + 3 = 21
The last one sticks to Sebastien too!
Now comes the fun part. The attached bugs pierce their long proboscises into our heroes and drink their blood!
Bug 1, Blood Drain Shemar: 1d4 ⇒ 1
Bug 2, Blood Drain Shemar: 1d4 ⇒ 1
Bug 4, Blood Drain Boros: 1d4 ⇒ 1
Boros, Sebastien, and Shemar are effectively grabbed, but you can still move around, the bugs remain attached to you though. You can use an action to Escape the attach.
Round 1: Bold May Act!
Bug 1 (attached Shemar, 1THP)
Bug 2 (attached Shemar, 1THP)
Bug 3
Bug 4 (attached Boros, 1 THP)
Bug 5 (attached Boros)
Bug 6 (attached Sebastien)
Sebastien
Shemar (Shield, 2dmg)
Danus
Valkor
Boros (1dmg)
Boros the Snake |
Boros tries to murderize the bug attached to him. If it dies, he moves to a bug attached to Shemar.
Rapier: 1d20 + 7 ⇒ (19) + 7 = 26; Damage: 1d6 + 4 ⇒ (2) + 4 = 6; Deadly?: 1d6 ⇒ 6
Dagger: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21; Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Sébastien of The City of a Hund |
Sebastien's blue eyes widen as the giant mosquito flies right at him and lands on his head!
I am not a vermin fan!
The halfling hops up and down as he attempts to begin his performance.
Flat DC 5: 1d20 ⇒ 20
Success! And I really wouldn't mind a repeat on this next two rolls...lol!
◇Performance(T) DC 15 Lingering Performance: 1d20 + 8 ⇒ (5) + 8 = 13 Fail! But does not eat a Focus Point.
◆Inspire Courage +1 attack, damage, fear for everyone!
The frustrated and bothered bard then attempts to call on his Occult magic!
Flat DC 5: 1d20 ⇒ 10 Success!
◆◆Telekinetic Projectile, inspired: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
The candlestick that he seen laying on the floor flies at the giant mosquito on his head!
Boros the Snake |
Oh right, Boros gets 3 actions, so here we go.
After cutting a path through his foes, Boros stares down another bug as if daring it to stay in slicing range.
Intimidate, Intimidating Glare: 1d20 + 5 ⇒ (9) + 5 = 14
Shemar Dunebright |
"Agh! I believe that we have found our 'vampires,' he says with a tone of disgust.
◆ stride
Shemar will move away from the action.
◆◆spell
electric arc DC17: 1d4 + 4 ⇒ (4) + 4 = 8
Shemar will target one of the bugs and have it jump to a second.
So, sneaking was not such a good idea after all. Should have just roasted them.
I'll try to get on roll 20 to move him in a bit.
GM_NotAngryButUpset |
Boros, you have 2 bugs attached to you, one is sucking blood. I'll direct your first two attacks to them.
Boros quickly decimates the bug that has attached itself to him. As the bug dies and falls away, it's barbed proboscis leaves a bleeding wound. Boros takes 1 Persistent Bleed Damage!. Boros, at the start of your next turn, roll a DC 15 flat check to see if the bleeding stops.
He then just as easily dispenses of the next bug, and gives another a good stare. Success!
Danus rolls in with Tor in tow and cuts down a bug bugging Shemar. Danus gets one more action, if he needs it.
Sebastien finds his vocal chords and belches out a rousing jaunt. He then mentally flings a conveniently placed candlestick at his bug, and misses!
Not to worry though, as Shemar has a few tricks up his sleeve yet!
Bug 2 Ref: 1d20 + 8 ⇒ (13) + 8 = 21Success!
Bug 3 Ref-Frightened: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24Success!
He zaps the two bugs before him, but they're nimble in the air, and are only partially hit.
Valkor rushes into the hall and punches at Sebastien's friend!
Fist+IC: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
dmg+IC: 1d6 + 4 ⇒ (5) + 4 = 9
The bug explodes into ichor! Thankfully, that bug hadn't plunged its proboscis into our bard yet!
The two remaining bugs continue their assault. One ◆buzzes over toward Danus!
◆Bug 2 Barbed Leg vs Danus: 1d20 + 8 ⇒ (18) + 8 = 26Hit! Attached!
◆Blood Drain: 1d4 ⇒ 2I forgot, y'all get the Drained 1 condition.
The next avoids Boros and ◆goes after Shemar!
◆Bug 3 Barbed Leg-Frightened vs Shemar: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10
◆Bug 3 Barbed Leg-Frightened vs Shemar: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18Hit! Attached!
Aha! Finally got him! it thinks to itself in buggese.
Round 2: Bold May Act!
Bug 2 (2dmg, attached Danus)
Bug 3 (4dmg, frightened 1)
Sebastien
Shemar (Shield, Attached)
Danus (2dmg, Drained 1, Attached)
Valkor
Boros (2dmg, Drained 1, 1 persistent bleed)
Boros the Snake |
Save vs Bleed DC15: 1d20 ⇒ 8. Still bleeding.
Boros may be hurting, but he was going to do more hurt to these bugs!
Rapier: 1d20 + 7 ⇒ (5) + 7 = 12; Damage, Sneak: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7
Dagger: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9; Damage, Sneak: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Can he take an action to stop the bleeding? That would be his preference.
Shemar Dunebright |
Shemar takes a gasping breath as the thing's proboscis into his flesh. His immediate reactions is to remove it, as this is by far the grossest thing that has ever happened to him, and who knows what that thing could cause!
◆ detatch bug
◆◆ Electric arc
Shemar then sends a zap to the bug he just removed and has it jump to the next one as well.
Electric arc DC 17: 1d4 + 4 ⇒ (2) + 4 = 6
"Not worse than ghosts, but close!"
GM_NotAngryButUpset |
Can he take an action to stop the bleeding? That would be his preference.
Anyone with Healer's Tools can ◆◆Administer First Aid Medicine Check to give Boros another chance to roll the flat check. Since the effect that caused the bleeding doesn't have a DC, and the First Aid action is untrained, I';m going to say the DC for the Medicine Check is 10.
GM_NotAngryButUpset |
◆ detatch bug
Sorry for not spelling this out sooner, I thought it was included in the Grabbed rules. ◆Escape requires an Unarmed Attack Roll against the creature's Athletics DC (6 in this case). If you fail to escape, you'll need to roll a Flat Check of 5 to succesfully cast the spell (since it has somatic components).
Boros the Snake |
Boros the Snake wrote:Anyone with Healer's Tools can ◆◆Administer First Aid Medicine Check to give Boros another chance to roll the flat check. Since the effect that caused the bleeding doesn't have a DC, and the First Aid action is untrained, I';m going to say the DC for the Medicine Check is 10.
Can he take an action to stop the bleeding? That would be his preference.
Got it. Seemed like Boros missed pretty badly. Last action will be to ◆stride to flank with Danus.
Sébastien of The City of a Hund |
The halfling hops up and down as he attempts to begin his performance....again!
Flat DC 5: 1d20 ⇒ 2
Fail!
◇Performance(T) DC 15 Lingering Performance: 1d20 + 8 ⇒ (3) + 8 = 11 Fail! But does not eat a Focus Point.
◆Inspire Courage +1 attack, damage, fear for everyone!
The frustrated and bothered bard then attempts to call on his Occult magic!
Flat DC 5: 1d20 ⇒ 20 Success!
◆◆Telekinetic Projectile, inspired: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 4 ⇒ (6) + 4 = 10 CRIT!
The same candlestick that he seen laying on the floor flies at the giant mosquito on his head!
GM_NotAngryButUpset |
Sebastien chokes on his words, but whips the convenient candlestick around mid air and smashes it through one of the bugs attached to Danus. Danus will take 1 persistent bleed
Shemar deftly detaches himself from a bug and zaps it midair. It falls in a smoldering heap.
Combat Over! Aftermath:
Sebastien
Shemar (Shield)
Danus (2dmg, Drained 1, 1 persistent bleed)
Valkor
Boros (3dmg, Drained 1, 1 persistent bleed)
Danus and Boros give me DC15 flat checks to stop the bleeding, Medicine checks can give you another roll as described above. Healing of any kind will stop the bleeding and remove the Drained condition.
GM_NotAngryButUpset |
Danus Flt Check DC 15: 1d20 ⇒ 14
Medicine DC 10: 1d20 + 5 ⇒ (7) + 5 = 12
Bonus Flat Check DC 15: 1d20 ⇒ 6
Danus works on staunching his own bleeding, but has a hard time.
Valkor tries giving Boros a hand.
Medicine DC 10: 1d20 + 5 ⇒ (4) + 5 = 9
[b]”Hmm, this looks serious”[/dice]
Well, I don’t want y’all bleeding to death from mosquito bites on your first forray! Boros and Danus each take 1 more dmg and let’s move on!
After the bleeding finally stops, the group regathers. There’s a nest up in the rafters, and a single door at the end of the hall.
Boros the Snake |
Hooray for not bleeding to death!
"Gee, thanks Valkor," says Boros sarcastically as he fails to help. Fortunately, the bleeding seems to top on it own. And Shemar's insight helps him connect the dots. "These vampire mosquitoes are the worst!"
His gaze turns to the nest to see if they needed to be ready for any more of those things, or if they could move by safely.
GM_NotAngryButUpset |
The nest seems to be a conglomerate of dried mud, sticks, and organic matter plastered among the rafters. The nest is silent, no movement, but you might suspect the presence of eggs within.
Boros Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Shemar Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Boros does indeed notice the glint of metal among the dried mud nest.
DC15 Athletics to climb into the rafters
GM_NotAngryButUpset |
Valkor can give it a try.
Athletics+Guidance: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Valkor tries to do a standing high jump but can't get quite make it.
Shemar Dunebright |
"Valkor, let's just remember this possible hidden treasure and come back later. I'm sure we'll find a ladder somewhere.'. Shemar says as he looks at the height and decides that there's no way that he could make that climb or jump either.
"let's get to that other guard tower and pull that other lever to open the gates."
Boros the Snake |
"No, I ain't lettin' those bloodsuckers surprise me from behind!" insist Boros.
He decides to try and make his way into the nest.
Athletics, Guidance: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
But he fails. Being short had its disadvantages.
Humbled, he sullenly continues forward, trying to stay stealthy. Avoid Notice.
GM_NotAngryButUpset |
The door at the end of the covered walkway opens up into the eastern tower. The room inside is windowless and dark, but Sébastien shield sheds some light. A stairwell descends from the northeast corner, a door on the far wall leads east, and another door leads south. A ladder bolted to the wall in the southeast corner leads up to a trapdoor in the ceiling.
There are dark stains on the floorboards near the stairs.
Map is updated but I'm on my phone and can't move y'all's pawns
Sébastien of The City of a Hund |
Keeping his Shield Raised over his head (who knows what drops down), Sébastien begins heading over to the stairwell to peek down it....
Cue the Creeper!
Shemar Dunebright |
"Fresh blood? Not a zombie or ghost, then. And something that the big mosquitoes didn't get. Interesting. Should we clear this top level before going down? Make sure nothing follows from the roof?"
What Shemar suggests makes tactical sense, but he clearly seems uneasy about going to the roof.
Didn't the ghost go to the roof of the other tower?
GM_NotAngryButUpset |
The dark stains do appear to be blood, but long dried, not fresh. They appear to be spatters and small droplets. Something or someone bleeding passed through here.
Sébastien peers down a darkened stairwell. Nothing seems to stir in the room below.
Sébastien of The City of a Hund |
Sébastien breathes a sigh of relief when not a single Tentacle, long limb, or big-teeth mouth opens up to grab, smack, or eat him.
The Bard then nods in agreement to Shemar, before heading upstairs....
GM_NotAngryButUpset |
Shemar climbs the ladder and opens the trapdoor and is met with the bright light of day and a refreshingly cool breeze. The trapdoor leads onto the roof of the eastern tower. From here you get a nice view of the forest and the road below. You might even be able to spot Oona's cart where she's parked it off the side of the road. It's a nice respite from the drafty darkness of the Watch, but the only thing worthy of note is that you can see the western tower across the way is one story higher than this one. it is early afternoon.
GM_NotAngryButUpset |
Sebastien opens the southern door and is met with a thick sickening stench of rot and decay. This room contains a bed piled with warm blankets, a small washstand, and a cold fireplace. At the foot of the bed is a padlocked wooden trunk. A simple wooden door leads east.
Sebastien notices unmistakable brown smears of blood on the floorboards, leading from the door to the east to the wooden trunk.
Shemar Dunebright |
Shemar stares at the cement shock sightings for a moment.
"Why does it look like a dead thing dragged itself across the floor, and into the chest? I know we should probably investigate but it sounds like a bad idea, doesn't it?".
is the padlock on the chest closed or open?