Cara Baldaros |
Take a step this way..draw it to us...we can kill it together... Caea says as she wades forward and prepares to help kill the leech should it come in striking distance.
readied attack: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (3) + 1 = 4
move and ready an attack...not leaving John out there by himself...
Gaius Marius |
@Cara: Sorry for cutting you off but this is the only spot where Gaius can reach now and not provoke.
Gaius wades forward through the water and stabs at the leech with his cold iron dagger!
Cold Iron Dagger with Divine Favor: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 221d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Forgot the Swim check.
Swim with ACP: 1d20 + 4 ⇒ (3) + 4 = 7
"Cracking" John |
Standing his ground in the muck, "Cracking" John swings again at the submerged leech.
Melee (mwk cold iron heavy mace), w/rage & underwater penalty: 1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25
Damage (B): 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
GM Bret |
John hits the leech, nearly killing it! One more good hit should take it out!
Round 3:
Treat the water as deep bog for movement.
It is a move action to climb on a barrel, followed by an Acrobatics check to stay balanced there
You can swim instead of wading. Swimming allows you to go under the barrels.
Kn Nature to identify the creature. It has obviously been mutated by Demon Bile.
Azalmak
John
Evelyn
Gaius
Cara
Submerged fiendish giant leech 21 damage
GM Bret |
Azalmak dives in and gets into position to attack.
The leech decides to strike at a different target and attacks Evelyn. Unfortunately for it, this is no more successful than the other attacks.
Bite: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
It then tries to swim away. Yes, this provokes but it is too stupid to know this.
Left figure on the map, but drew in the path it would swim away.
I do not expect it to survive the flurry of attacks of opportunity.
Round 4:
Treat the water as deep bog for movement.
It is a move action to climb on a barrel, followed by an Acrobatics check to stay balanced there
You can swim instead of wading. Swimming allows you to go under the barrels.
Kn Nature to identify the creature. It has obviously been mutated by Demon Bile.
Azalmak AoO and act
John AoO and act
Evelyn AoO and act
Gaius AoO and act
Cara
Submerged fiendish giant leech 21 damage
Gaius Marius |
Gaius tries to strike the fleeing leech!
Cold Iron Dagger with Divine Favor: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Gaius Marius |
Gaius begins searching the water for anything important or of value.
@GM: Take 10 for an 18 on Perception, checking the bottom of the 'pool' first then working over to each stairway/case.
GM Bret |
Cracking John: 1d20 + 2 ⇒ (20) + 2 = 22
Gaius Marius: 1d20 + 8 ⇒ (8) + 8 = 16
Azalmak: 1d20 + 5 ⇒ (13) + 5 = 18
Cara: 1d20 + 6 ⇒ (10) + 6 = 16
Evelyn: 1d20 + 6 ⇒ (15) + 6 = 21
Searching the flooded area, you find a barrel of high-quality wine that has survived the intervening decades.
The way you came in is hidden by a secret door concealing the passage from those in the room.
The obvious stairway in the northeast corner of the room leads up to the manor. You would need fo ascend the steps, but it doesn’t appear there is anything hiding this passage.
You also find a secret door in western wall above the flooded section.
The group also locates a secret door along the wall in the area above the flooding.
Gaius Marius |
Gaius searches the secret doors for traps and locks.
@GM: Casting Guidance on himself and taking 10 for a 19 on Perception with hopefully some assistance from the rest of the party.
GM Bret |
Gaius, guidance: 10 + 8 + 1 = 19
Aid Cracking John: 1d20 + 2 ⇒ (11) + 2 = 13
Aid Azalmak: 12 = 12
Aid Cara: 1d20 + 6 ⇒ (19) + 6 = 25
Aid Evelyn: 1d20 + 6 ⇒ (9) + 6 = 15
The group checks the secret door, but finds no signs of traps. Although unlocked, the secret door does seem slightly stuck.
Gaius Marius |
Gaius lends his 'strength' to the effort.
Strength Aid: 1d20 + 1 ⇒ (11) + 1 = 12
He'll also cast Guidance on whichever of the muscle PCs wants to do the main Str check.
"Cracking" John |
Lest too many shoulders ruin the broth...
John lends a shoulder for "cracking".
Strength Aid: 1d20 + 4 ⇒ (3) + 4 = 7
GM Bret |
You are able to open the door.
Was only looking for a DC 10.
A web of thick, pulsating goo covers the walls and part of the floor of this room. Dozens of misshapen, puffy heads and arms stick out from throbbing sacs attached to the vile substance, their mouths wailing and moaning, and their twitching claws reaching out blindly. Spiraling stairs lead down to a central two-foot-deep recess decorated with diabolical symbols.
I have moved people’s avatar’s so everyone is out of the water and those who rolled a strength check are near the secret door.
By now all of you recognize the goo as Demon Bile. This is by far the largest concentration of it that any of you have seen. It is far thicker than in the warehouse some of you found in town.
The brown ‘fencing’ is a wooden rail like you would find on a staircase.
Anyplace with goo is difficult terrain and likely has some limbs sticking out of it.
Now what?
Gaius Marius |
"Perhaps we should have Cara channel the power of Sarenrae and see what happens?"
Gaius has stored his cold iron dagger back into his spring-loaded wrist sheath and has his bow in hand, looking for a target.
"Cracking" John |
"Perhaps we should have Cara channel the power of Sarenrae and see what happens?"
"If successful, that would be quicker and less messy than wading in there with my cold iron mace," concedes John. Nevertheless, he tightens his grip on his mace prepared to wade into the goo.
GM Bret |
Cara steps into the room through the goo and channels the power of Sarenrae. It causes much of the demon bile in the room to immediately dissolve.
Evidently those limbs belonged to mites. Seven of them are released from the demon bile webbing, but three of those are collapsed on the flood bleeding to death. That still leaves four healthy ones glaring at the priest with hatred.
Three dying mites, not pictured.
Four healthy mites, free from the demon bile
A number of mites capable of combat are still in the remaining bile
Where there is still webbing, a mite may lurk
Cracking John: 1d20 + 2 ⇒ (9) + 2 = 11
Gaius Marius: 1d20 + 8 ⇒ (9) + 8 = 17
Azalmak: 1d20 + 2 ⇒ (20) + 2 = 22
Cara: 1d20 + 1 ⇒ (8) + 1 = 9
Evelyn: 1d20 + 3 ⇒ (1) + 3 = 4
Purple Mite: 1d20 + 1 ⇒ (12) + 1 = 13
White Mite: 1d20 + 1 ⇒ (20) + 1 = 21
Green Mite: 1d20 + 1 ⇒ (2) + 1 = 3
Blue Mite: 1d20 + 1 ⇒ (5) + 1 = 6
Orange Mite: 1d20 + 1 ⇒ (3) + 1 = 4
Yellow Mite: 1d20 + 1 ⇒ (17) + 1 = 18
Black Mite: 1d20 + 1 ⇒ (10) + 1 = 11
Light Blue Mite: 1d20 + 1 ⇒ (13) + 1 = 14
Special: 1d20 - 1 ⇒ (16) - 1 = 15
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak
White Mite
Yellow Mite
Gaius
Special
Light Blue Mite
Purple Mite
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Green Mite
GM Bret |
Azalmak rushes up and slays the mite with a single strike from his weapon.
White Mite gets out a sling and loads it.
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak
White Mite
Yellow Mite
Gaius
Special
Light Blue Mite
Purple Mite
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Green Mite
Gaius Marius |
Gaius moves into the room, sees the White Mite with a sling, and decides to shoot at it!
MW Composite Longbow (+1 Str) with Point Blank Shot: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
GM Bret |
Gaius moves in and with a single shot is able to kill the White Mite. Unlikely it would have died if not for the cold iron tips on his arrows.
Light Blue Mite gets out a dart and throws it at Gaius, babbling something as it throws it. At least, Gaius thinks it was aimed at him.
Dart, PCpBS: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Damage, PBS: 1d3 - 1 + 1 ⇒ (1) - 1 + 1 = 1
Purple Mite rushes down the stairs as it draws a dart. It throws the dart at Cara.
Dart, PCpBS: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage, PBS: 1d3 - 1 + 1 ⇒ (1) - 1 + 1 = 1
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak
White Mite
Yellow Mite
Gaius
Light Blue Mite
Purple Mite
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Green Mite
"Cracking" John |
"Cracking" John bursts into the room with mace in hand. He rushes past his allies and through the webbing, giving chase to the mite down the steps.
Double move
"Come back here!"
GM Bret |
John runs through the passage towards Light Blue Mite.
Another mite (Black Mite) gets free of the goo and runs up the stairs, getting to John. He has a dagger out.
Double move between the difficult terrain and going up the stairs.
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak
White Mite
Yellow Mite
Gaius
Light Blue Mite
Purple Mite
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Green Mite
GM Bret |
Cara misses.
Blue Mite escapes the goo and goes rushing up the stairs, drawing a dart as they move.
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak
White Mite
Yellow Mite
Gaius
Light Blue Mite
Purple Mite
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Green Mite
Gaius Marius |
Botting Evelyn:
Evelyn enters the room and immediately turns an Evil Eye upon the Light Blue Mite!
@GM: DC 13 Will save, -2 penalty to attacks for 5 rounds if it fails the save or 1 round if it makes the save.
GM Bret |
Will: 1d20 + 3 ⇒ (9) + 3 = 12
Purple Mite is greatly bothered by Evelyn’s evil eye.
Orange Mite moves to where Azalmak can see him and then uses its mighty magical powers to impede him.
DC 10 Will save or Shaken
Red Mite moves across the ritual floor and tries the same trick on Gaius,
DC 10 Will save or Shaken
Round 2:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak DC 10 Will save or Shaken
White Mite
Yellow Mite
Gaius DC 10 Will save or Shaken
Light Blue Mite
Purple Mite -2 to attack, evil eye, until round 7
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Red Mite
Green Mite
Gaius Marius |
Will: 1d20 + 5 ⇒ (1) + 5 = 6
Wow that sucks!
Greatly disturbed by the Red Menace, Gaius steps a bit away from it and attempts to pull himself together to fire two arrows at the mites!
@GM: Going to fire one at a time and see if he can score a hit. First target will be the Black Mite. If Gaius hits and kills it please apply the 2nd shot at the Red Menace - he's spooky! :(
MW Composite Longbow (+1 Str), Rapid Shot, Shaken - not stirred: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 81d8 + 1 ⇒ (1) + 1 = 2
MW Composite Longbow (+1 Str), Rapid Shot, Shaken - not stirred: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 231d8 + 1 ⇒ (5) + 1 = 6
I'm going to guess the 1st shot is a miss so I'll see if Gaius confirms vs. Black:
MW Composite Longbow (+1 Str), Rapid Shot, Shaken - not stirred: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 171d8 + 1 ⇒ (5) + 1 = 6
I'm guessing it did; here's the third damage roll:
3rd Damage Roll: 1d8 + 1 ⇒ (2) + 1 = 3
So 15 points of damage to Black Betty.
GM Bret |
I will wait until it is your turn to act and then apply your attacks.
Gaius is taken by surprise by the spell.
Round 2:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak DC 10 Will save or Shaken
White Mite
Yellow Mite
Gaius Shaken next actions
Light Blue Mite
Purple Mite evil eye -2 attack until round 7
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Red Mite
Green Mite
Gaius Marius |
Apologies, all I saw was the bold font and thought it was my turn.
Azalmak |
Will Save: 1d20 + 4 ⇒ (1) + 4 = 5
Despite being shaken, Azalmak advances on the mites, drawing his scimitar again.
He takes a swing at black
Scimitar: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 for slashing: 1d6 + 4 ⇒ (5) + 4 = 9
GM Bret |
In spite of the magic, Azalmak is able to slay the Black Mite in a single blow.
Yellow Mite stuggles through the goo and climbing the stairs. They get a dart ready.
Although spooked, Gaius fires off two arrows at Red Mite. Although the first one was badly off target, the second hits and kills them.
Light Blue Mite strikes at Azalamk. It comes no where near to hitting him.
Dagger: 1d20 ⇒ 4
damage: 1d3 - 1 ⇒ (3) - 1 = 2
Purple Mite slings at Cara but misses. They reload.
Sling, PBS, evil eye: 1d20 + 2 + 1 - 2 ⇒ (8) + 2 + 1 - 2 = 9
Damage, PBS: 1d3 - 1 + 1 ⇒ (3) - 1 + 1 = 3
Round 2:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak Shaken
White Mite
Yellow Mite
Gaius Shaken next actions
Light Blue Mite
Purple Mite evil eye -2 attack until round 7
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Red Mite
Green Mite
GM Bret |
The ball of fire hits the mite, but does no damage.
Round 2:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak Shaken
White Mite
Yellow Mite
Gaius Shaken next actions
Light Blue Mite
Purple Mite evil eye -2 attack until round 7
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Red Mite
Green Mite
"Cracking" John |
"Cracking" John swings his mace at the nearest infected mite.
5 ft. step
Melee (mwk cold iron heavy mace) v light blue: 1d20 + 8 ⇒ (10) + 8 = 18
Damage (B): 1d8 + 4 ⇒ (5) + 4 = 9
GM Bret |
John swings his mace, there is a loud cracking sound, and another mite goes down.
Blue Mite throws the dart they have in their hand at John, provoking an attack. The dart misses.
Dart, PBS: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage, PBS: 1d3 - 1 + 1 ⇒ (3) - 1 + 1 = 3
Round 2:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak Shaken
White Mite
Yellow Mite
Gaius Shaken next actions
Light Blue Mite
Purple Mite evil eye -2 attack until round 7
John Has Attack of Opportunity on Blue Mite
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Red Mite
Green Mite
"Cracking" John |
"Your last mistake," cracks Johns as he swings his mace his would-be attacker.
Melee (mwk cold iron heavy mace) v blue, AoO: 1d20 + 8 ⇒ (4) + 8 = 12
Damage (B): 1d8 + 4 ⇒ (1) + 4 = 5
GM Bret |
John just barely catches the mite in the ribs, but it is enough to knock it out. It does not survive the lapse in judgement.
Round 2:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
You should know what fiendish mites are by now.
Azalmak Shaken
White Mite
Yellow Mite
Gaius Shaken
Light Blue Mite
Purple Mite evil eye -2 attack until round 7
John
Black Mite
Cara
Blue Mite
Evelyn
Orange Mite
Red Mite
Green Mite
GM Bret |
Evelyn continues to use her curse to prevent any of the mites from being effective.
It does not take long for the group to dispose of the remaining fiendish mites. None of you are injured in the battle.
Cracking John: 1d20 + 2 ⇒ (4) + 2 = 6
Gaius Marius: 1d20 + 8 ⇒ (16) + 8 = 24
Azalmak: 1d20 + 5 ⇒ (5) + 5 = 10
Cara: 1d20 + 6 ⇒ (20) + 6 = 26
Evelyn: 1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (11) + 6 = 17
Looking down, you see a vile alter in the center of the chamber. It drips with demon bile, desecrating it from its original purpose. It is still an evil altar, it is just the type of evil has changed.
Before you have a chance to investigate further, the door in the south west opens and out come several creatures. Three of them appear to be some sort of outsider covered in slimy demon bile while at the back directing them appears to be a man in merchant’s clothing.
In a burbling voice, the man says “You have destroyed my fodder. Perhaps we can have you replace them!”
Surprisingly the room beyond does not appear to be covered in goo!
Cracking John: 1d20 + 2 ⇒ (10) + 2 = 12
Gaius Marius: 1d20 + 8 ⇒ (17) + 8 = 25
Azalmak: 1d20 + 2 ⇒ (12) + 2 = 14
Cara: 1d20 + 1 ⇒ (14) + 1 = 15
Evelyn: 1d20 + 3 ⇒ (2) + 3 = 5
Red Leader: 1d20 - 1 ⇒ (4) - 1 = 3
Green Slimy Thing: 1d20 + 0 ⇒ (2) + 0 = 2
Yellow Slimy Thing: 1d20 + 0 ⇒ (3) + 0 = 3
Purple Slimy Thing: 1d20 + 0 ⇒ (16) + 0 = 16
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
Kn: Religion or Kn: Planes for slimy things.
Kn: Local for merchant
Gaius Shaken ends round 6
Cara
Yellow Slimy Thing
Evelyn
Purple Slimy Thing
Red Leader
Green Slimy Thing
Azalmak Shaken ends round 6
John
Gaius Marius |
Knowledge Planes: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
@GM: Doubtful I hit it but, if so, defenses please.
Sticking with his tried and true cold iron arrows, Gaius moves forward slightly and tries to steady his hand as he fires two arrows at the Yellow Mawnstuh!
MW Composite Longbow (+1 Str), Rapid Shot, Shaken not stirred: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d8 + 1 ⇒ (4) + 1 = 5
MW Composite Longbow (+1 Str), Rapid Shot, Shaken not stirred: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 201d8 + 1 ⇒ (6) + 1 = 7
GM Bret |
Gaius recognizes the slimy creatures as a variant of drenches. They are the lowest of demons. You know that everyone will want to use cold iron weapons when attacking, that they are immune to electricity and poison and resistant to acid, cold and fire.
Dretch
CE Small outsider (chaotic, demon, evil, extraplanar)
DR 5/ iron or good; Immune electricity, poison; Resist acid, cold, fire
Although his first arrow misses, the second one hurts the creature.
Round 1:
Everything with about half the square or more in the green circle is clear of Demon Bile
Other webbed areas are demon bile. If half the square or more has intact webbing it is difficult terrain to move through and may have mites in it.
Kn: Religion or Kn: Planes for slimy things.
Kn: Local for merchant
Gaius Shaken ends round 6
Cara
Yellow Slimy Dretch 7 damage
Evelyn
Purple Slimy Dretch
Red Leader
Green Slimy Dretch
Azalmak Shaken ends round 6
John