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Phantom Genius's page
274 posts (1,900 including aliases). No reviews. No lists. No wishlists. 9 aliases.
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Revised hp:
Aleece 2/7
Ma'oa 11/12
Renshaw 12/13
Ommerra 10/10
No one has a textbook answer for what the aberration was, specifically. Apparently it really liked alcohol though. Half the town's supply has been consumed.
Renshaw sees nothing else of interest from the outside looking in.
Aleece has a hideous scar around her throat, but magical healing or lots of rest may help.
Petre, didn't you say something about channels only doing d3?
The creature looks at Renshaw curiously as the crossbow bolt almost hits Aleece lying on the ground. It then starts to dodge left of Ma'oa's strike, but then sways back to the right to avoid Ommerra's attack and finds itself absurdly squared up with Ma'oa again, which is a fatal miscalculation. It keels over, releasing Ommerra, and feeling very little pain due to how ridiculously drunk it is.
Petre arrives. Aleece's hp do not decrease. Combat complete.
Aleece -1/7
Ma'oa 8/12
Renshaw 9/13
Ommerra 7/10
Aleece wrote: +1 for the first use of the day having used the whetstone No problem at all. You are the first player I've ever known to use one.
:)
Did you sharpen all of your daggers?
Aleece, I think your dagger damage should be d4, +1 for River Rat.
Ommerra just "used" her protective luck.
Round 2: Renshaw posted an action. He does in fact see the creature.
Petre rushes into the room and sees the barrels, but the creature has exited through the window.
Ommerra misses.
Ma'oa arrives and can threaten.
Aleece hits but doesn't crit.
The creature howls in pain and anger and says something in Undercommon. It then squeezes Aleece's throat until you all hear a cracking sound and she collapses to the ground. Murderous hate in its eyes, it flicks out its other tentacle arm and wraps it around Ommerra's throat doing three hp damage.
Everyone may go. Aleece's turn will be to stop the bleeding. Remember Petre is inside looking out the window.
Aleece -1/7
Ma'oa 8/12
Renshaw 9/13
Ommerra 7/10
Ommerra wrote: I don't understand. Doesn't Ommerra hear Aleece shout? Can't she run to Aleece's rescue? It's because you cannot get between them and I didn't want you to miss out on the chance to do something.
Round 1: (Aleece and creature only)
Aleece wins initiative and backs away while drawing dagger and yelling alert.
Creature moves through window and wraps tentacle around Aleece's throat doing six points of damage.
That would be Knowledge: Dungeoneering.
Round 2: Renshaw posted an action. He does in fact see the creature.
Petre rushes into the room and sees the barrels, but the creature has exited through the window.
Ommerra needs to rewrite her action.
Ma'oa and Aleece need to post actions.
Aleece 1/7
Ma'oa 8/12
Renshaw 9/13
Aleece makes eye contact with a small, hideous, slouching creature sitting on a large barrel. It has tentacle arms that could reach Aleece through the window, but she won initiative.
Anyone following Ma'oa sees the indicated floorboard and probably hears a window shutter open in the next room. But they see no threats.
Go ahead, Aleece.
Aleece opens a shutter and immediately needs to roll initiative.
At the front, Renshaw and Ma'oa note a very conspicuous floorboard just inside the door. No initiative for them.
There is a little bit of light shining in from the doorway. Anyone who enters the building please make a perception check.
You hear nothing inside. The door is unlocked.
A18: Atop a sloping hill stands a solitary cottage built apart from the rest of the colony. A stone well has been built not far from the house’s front door. A large stone near the entrance is painted with the words “Levin Farm.” Just south of the cottage is a tilled vegetable patch that grows wild from neglect.
The strange tracks described in area A7 terminate in this area. From the outside, it seems there is nothing unusual about the house. It has a
thatched roof, a single entrance with a working door, and a few shuttered windows.
Nobody sees any records in the house. Renshaw, please make another Survival check.
Aleece has no trouble opening the shutters, which sheds more light into the building. Vigilant Petre sees nothing approaching.
The tracks lead northeast and then south through the gate in the palisade fence.
The small chest contains five bags, each of which holds 5 pounds of powdered silver (worth 25 gp each), four blocks of incense (worth 25 gp each), and a pouch with 100 gp worth of diamond dust. Petre should have a thought on what these are for and who lived here.
Phantom Genius wrote: This long, rectangular building appears to be a home, though larger than many beyond the palisade to the south. It has three windows, all covered with wooden shutters, and a single door facing northwest, which is unbarred and slightly ajar. Reminder about the windows...
Renshaw finds strange footprints outside and can surmise that something large and heavy was rolled away from the house, and that the footprints belong to whoever or whatever was pushing the object.
Nobody finds a trap on the locked, metal box.
Aiko and Adrian, it's Monday morning. Would you please take your turn so GM can move on to the next round today?
Fellzir casts invisibility on himself and hurries toward the Discord Bottle, scooping up The Shrike's bow as he goes.
Ma'oa finds a metal box hidden under the bed in the smaller room.
Renshaw and Petre find drag marks leading from the empty room, out the front door.
Ommerra remembers a Livvy on the rolls. She was married to Father something...
Pretty quiet around here. Anybody searching the other rooms? Or something else?
Engraved on the interior are the words "my dearest Livvy."
Simple wooden furniture is in disarray throughout this residence. Tables and chairs are knocked over and pushed aside, though none appear willfully broken. Articles of clothing and household items are scattered across the floor as if they were examined briefly and discarded. A large pallet bed is visible in a separate room through an open interior
door. A third room with no windows is next to the bedroom but is completely empty.
Renshaw spots a gold wedding ring on the windowsill.
Nothing attacks from any of the three rooms.
Renshaw 9/13
Ma'oa 8/10
Nothing attacks you as you enter the large house. Please make Perception checks if you're searching the first room.
I assume you are just considering talking to the undead while you enter the house.
In your assessment, that swarm would require at least six or seven successful hits with alchemist's fire or a similar effect from burning hands, etc.
Any channeling before going into A7? The protective luck is still intact.
A7. LARGE HOME
This long, rectangular building appears to be a home, though larger than many beyond the palisade to the south. It has three windows, all covered with wooden shutters, and a single door facing northwest, which is unbarred and slightly ajar.
A potion is d8+1 healing.
The swarm does not follow you out into the daylight, but you may still use your potion and alchemist fire as you wish.
Ma'oa exits rapidly.
The swarm chews on Renshaw and Ommerra for another point of damage.
Petre steps out of the way.
Renshaw, so distracted by the cockroaches that he only gets a move action, dashes outside.
Aleece's and Ommerra's turns. (Ommerra, at 6hp, only gets a move action and she is standing in a swarm of continuous damage.)
Ma'oa's 22 is the only initiative to beat the swarm's 21, so she may go and has a full round of actions.
Ma'oa 4/12 hp
Swarm
Petre
Renshaw
Aleece
Ommerra
Loot Sheet is now available as another sheet on the same page as Buildings. (Look at the tabs at the bottom.)
Keep in mind that I asked you to roll initiative, not take an action. I can probably accommodate what you already posted once I have a full initiative order.
Renshaw, Ma'oa, and Ommerra move cautiously down the stone stairs. Renshaw, in the lead, hears a soft crunch under his foot. He spots several cockroaches on the next stair and as he stops moving forward a cloud, no, a swarm of cockroaches rises from below and envelops the three explorers. They are bitten repeatedly and start to lose their bearings.
Take three points of damage and make a fortitude save and initiative roll.
Those outside please just roll initiative.
Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against
the walls.
Perception checks, please, but only for those that enter.
Nope. I should be able to add one later today.
We can't do A3 until the three items in the tool shop are claimed or stated to be left behind.
A3: This rectangular building is constructed of mud brick walls.
The building has a simple door facing east, but unlike all other
buildings in the colony, it lacks any windows. A heady smell of
dried plants, herbs, and dried meat lingers in the air.
Ommerra does a masterful job that is impressive to behold. Inside are two vials of alchemist’s fire and a neatly folded swarmsuit. She thinks a failure might have caused the flasks to break and disaster to ensue.
Who takes what?
Renshaw finds a wooden box with the words “Emergency Only” carved on the lid but no keys.
The contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like. Various other implements, such as makeshift ladders, barrels of tar, and shovels are stacked or otherwise arrayed about the room.
The next closest building is the:
A4. TOOL HOUSE
This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”
Ma'oa makes it to the bow, but the creature's luck seems to change as it launches a bench into Ma'oa's back almost bringing her to her knees.
5 hp damage. Ma'oa and the bow can make it outside next round without being attacked again if she doesn't linger, dillydally, or lollygag.
Click Campaign Info and then Map of Talmandor's Bounty.
Yes you can go to any building.
Anyone have thoughts? I know about refreshing the protective luck, but do you plan to go into another building? Something else?
The entity fires a final shot at Renshaw on his way out. A shard of bench impales the ground at his feet.
Clues or items of interest:
Magic bow, burned books, signs of a struggle, dead body, and trail of blood leading out. Also, "Rayland!" and the undead must have had cursed dice.
Renshaw Blackburn wrote: @GM: Can you tell me the resolution of my turn please? You think the entity is still there over the altar. I don't know that an incorporeal creature can be wetted, but the area you targeted is visible to Ma'oa and yourself.
Petre makes it outside. A bench misses Ma'oa. Everyone may go.
There's a something floating in the air above the altar, as if you were squeezing an invisible sponge and water was falling off.
We just need Ma'oa's turn.
A bench flies past Renshaw, impacts the wall, and bursts into splinters that rain down on Renshaw and Petre. "Gaaah!" says the invisible thing.
Round 3: Everyone may go.
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