Standing amid the fallen husks of nearly a dozen of their brethren, the final two bugs opt to survive. They offer quick and ineffective nips at their enemies and then scuttle away down the northern corridor.
You stand victorious over the coveted trash heaps! So, uh, congratulations?
END BATTLE
Xing and Sable can take one AoO each at the retreating bugs. Your choice. And, there are three unconscious roaches.
BUG BOOM:
Pink Roach Bite v Xing AC:15:1d20 + 1 ⇒ (9) + 1 = 10 | Bite DAM:1d4 ⇒ 2 MISS
Green Roach Bite v Sable AC:18:1d20 + 1 ⇒ (16) + 1 = 17 | Bite DAM:1d4 ⇒ 2 MISS
Sable’s blade strikes true, ending the life of one enemy. Senna, Xing, and Yash are so surprised by the speed of their enemies, they fail to capitalize on their advantage.
The roaches’ onslaught is sudden, ferocious… and largely ineffective. When the clatter of limbs and mandibles dies down, only Senna is bleeding and she seems little worse for wear.
BUG BOOM:
Red Roach Bite v Senna AC:15:1d20 + 1 ⇒ (17) + 1 = 18 | Bite DAM:1d4 ⇒ 1 hit
Blue Roach Bite v Xing AC:15:1d20 + 1 ⇒ (10) + 1 = 11 | Bite DAM:1d4 ⇒ 3 miss
Green Roach Bite v Yash AC:19:1d20 + 1 ⇒ (9) + 1 = 10 flank | Bite DAM:1d4 ⇒ 3 miss
Purple Roach Bite v Senna AC:15:1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 flank | Bite DAM:1d4 ⇒ 4 miss
Pink Roach Bite v Sable AC:18:1d20 + 1 ⇒ (10) + 1 = 11 | Bite DAM:1d4 ⇒ 4 miss
Yellow Roach Bite v Senna AC:15:1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 flank | Bite DAM:1d4 ⇒ 4 miss
Pink TINT Roach Bite v Sable AC:18:1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7 flank | Bite DAM:1d4 ⇒ 2 miss
Blue TINT Roach Bite v Senna AC:15:1d20 + 1 ⇒ (20) + 1 = 21 | Bite DAM:1d4 ⇒ 4 hit, CRIT?
CONFIRM v Senna AC:15:1d20 + 1 ⇒ (18) + 1 = 19 | Bite DAM:1d4 ⇒ 1 yes
*kicks rocks* stupid dice-roller… ruined a perfectly good chance to gnaw on heroic femurs.
Yash then Round 3 (Xing, Cookie, Sable, Senna) are up!
Xing’s sliding kick crunches into the roach’s head and sends it spinning off the refuse pile. It lands on its shell, unmoving. (unconscious for a long while) The other roach doesn’t take the intended warning and attacks, only to be immediately skewed on Sable’s rapier.
There is a sound of skittering as another roach emerges from a small side corridor. It tries to sink its mandibles in Xing’s leg but fails to connect as an arrow from the archer whistles between Xing and Sable. The arrow bites deeply but fails to kill the creature.
The wounded roach squeals and chitters loudly. There is a moment of silence before you hear so much chittering it sounds more like a tree rusting in the wind followed by an odd droning hum. A half dozen cockroaches fly in from the wider corridor at the far end of the room in an awkward formation on an intercept course with the intruders claiming their trash.
Yash, then RND 2!
Roach Bite v AC15:1d20 + 1 ⇒ (12) + 1 = 13 miss
Bite DAM:1d4 ⇒ 3
Cookie eyes the giant cockroach... and the vermin eyes her back, saying "Hey, make me a sandwich."
Cookie blinks hard... clearly the fumes in the sewer are giving her brief hallucinations. JUST KIDDING
Cookie does recognize the giant cockroaches for what they are...
DC 10 Nature & Cookie:
These are typical giant cockroaches. They move quickly but aren't tough or smart and their bite is no more serious than a dagger blow. That said, they can be aggressive.
Yash’s blow almost skitters harmlessly off the creature’s carapace. But, at the last moment, the axe catches on a particularly stubborn patch of barnacles that guide the weapon into the shell with all of the half-orc’s considerable fury. The crab’s legs nearly buckle under the blow and the creature burbles in pain. When the axe comes away, there is a sizable crack running the length of the shell and the crab wobbles a bit, disoriented. But it manages to rally…
Both claws snap at the half-orc. The first, attempting to shear off the axe-wielding arm, is cleanly deflected by the axe handle. Yash leaps over the second claw that seeks to remove the Soul Keeper’s leg at the knee.
BOOM:
Getting Crabby
FULL: 2x crab claws
Claw ATT #1:1d20 + 4 ⇒ (5) + 4 = 9 vs Yash AC:17
Claw DAM #1:1d4 + 2 ⇒ (4) + 2 = 6 Claw ATT #2:1d20 + 4 ⇒ (2) + 4 = 6 vs Yash AC:17
Claw DAM #2:1d4 + 2 ⇒ (2) + 2 = 4
As the threat emerges from the ocean, there is a moment of stunned silence… then everyone explodes into action. The laborers, tired from pushing wagons for the last half hour still scramble quickly to the wagons to grab weapons of any sort. One man wields a cured hog’s leg as an improvised club. They form a ragged battle line defending the wagons and passengers.
Yash, shielded by his grandfather’s spirit with axe in hand, strides forward and draws a metaphorical line in the sand for the massive crab.
The children in the wagons, even the troublemakers, shriek and hide as the great beast hesitates… then lunges at the half-orc! The crustacean whips a huge, sharp-edged, barnacle-encrusted claw like a scythe. Not even his grandfather’s protection stops the crustacean from opening a ragged, bloody seam across the Soul Keeper’s chest.
With the rambunctious children cowed by fright, Mama Cookie springs down from the wagon with surprising agility, already planning the evening’s menu… She calls upon Desna for her blessing and heartens nearly all of the caravaners with her plucky words and magic. Mama takes her stand just behind the towering half-orc.
A touch slower than the rest of the travelers, the caravan mistress and the wagoners jump down and press forward while drawing weapons to form an offensive line with the Soul Keeper.
Everyone is Blessed – so +1 to ATT for everyone on the beach. Nearly all of these folks are un-leveled so drawing weapons is an action in addition to moving, hence no additional help for Yash in Round 1. Folks in BOLD for round 2 are up!
Having reached the rocky and sandy strand, the caravan mistress breathes a little easier as it looks like this is a viable way to get to the secluded village. There is a narrow strip of land between the steep hills and the water that should provide access. The wagons move in single file, picking their course carefully, avoiding the worst pockets of deep sand while attempting to move between areas of relatively flat and stable rocks. At times, the laborers and Yash walk alongside the wagons and lend their strength to keep things moving when the deep sands catch a wheel.
Twenty minutes of persistent labor sees the caravan reach the narrowest point of the crossing. Thankfully, they arrive when the tide is out or their wagons would practically be boats. Even at ebb tide, the smell of seaweed and dank surf is overwhelming. The breakers hit the rocks offshore with a roar. It appears a large chunk of rock has been broken loose by a wave as it comes hurtling up the shore. Then the ‘rock’ shows claws and its multiple legs churn the sand furiously as the massive crab (roughly the size of a pony) scuttles toward the wagons, adults, and children… intent on scavenging a meal.
Reactions and actions, guys. Please give me initiative rolls as you are in combat! This is theatre-of-the-mind for this battle. So, you can take liberties about your placement, actions, etc. For the sake of argument, assume the terrain is normal, so you have no difficulties moving and the crab starts 30’ away from you.
Jayse takes the full fury of the massive Spider. Fangs snap inches from his face as the monk backfists the ravening jaws away. He steps into the creature avoiding one claw while using a vertical armbar to block another. But the lower set of claws, well concealed in the shadowy stairwell, are his undoing. They sweep in sideways, like scythes, and pincer him through the abdomen on both sides. Blood explodes from his mouth. It's like being caught on meathooks. The pain is indescribable. Worse, the spider seems poised to drive the spike-like legs deeper into his body.
Jayse and the Spider are grappled.
If you don't break the grapple this round, and the Spider is able to maintain it on its next round, both claws will automatically hit.
To cast defensively, you have to make a concentration check vs a DC of 15 + 2x the level of spell you are casting... so for a 1st level spell like Feather Step, it is a DC:17 [15+(1x2)].
Stairs are generally considered 'difficult terrain' so there are no 5' steps possible.
The webbed stairs are both difficult (being stairs) and require a Reflex save because they are 'greased'.
The Spider never wavers in its decision. It sprints along and up the wall, cresting the stairwell and lashing out at the sorcerer and monk with fangs and slashing claws. Weakened by Orin's spell, only a single claw slashes across Jayse's brow. Straehan is pierced by the beast's fangs.
EDIT - Jofram and Orin may take AoOs on the running spider.
Also, while the spider attacks Jayse/Strae, it is approximately 25' from Jofram/Orin/Ushari. Unfortunately, my graphic is not 3D.
The stairs are difficult terrain - no 5' moves - and the webbed area acts as an improved grease spell. If you step on those squares you need to make a Reflex save or down you go.
Knowing the power of its venom, the Spider pokes Ushari to ensure she is subdued before turning its attention on its next two victims. Fangs and a single claw sink into Jofram's flesh, flooding the ranger with venom. Orin blinks once and three of his duplicates are expertly vivisected by the spider's wickedly long clawed limbs. The spider turns on him clearly suspicious of the remaining, swirling duplicates.
Jofram - need a Fort save (vs Poison) @ DC:21. If you fail, you are paralyzed.
Round: 1
ORDER: Spider, Jayse, Straehan, Orin, Jofram (assuming he saves),Ushari
Yep. That falls into the 'buff rnds' I mentioned before.
Everyone moves carefully up the stairs a bit, deploying the rope between them as the monk and sorcerer survey the upper landing. Jayse turns around in time to see something large emerge from a shadow down the chute, below his comrades. It crawls swiftly from a hole in the wall... well, actually - having seen entirely too many of these in recent months - it's more of a Gate. The beast squeezes from the gate, and unfurls its limbs, all eight of them. It's a monster - nearly 15' across. With a speed and quietness Jayse can scarcely believe, the massive creature races silently up the wall heading for the threesome...
Ushari finds herself staring eye to too-many-eyes with a massive black spider. She looks down to see its fangs buried in her chest, pumping her full of poison.
Ushari - need a Fort Save from ya.
Everyone - Initiative please.
The webby icons are the greased area. The stairs provide no partial cover for anyone - good or bad.
The weakening worm looks between its two tormentors - Jayse and Ushari. Whether it is because it can't easily see Ushari through the destroyed window or because Jayse has been an elusive target, its logic remains a mystery. What IS known, is that it turned its broken maw on the young monk and vomited up a keg's worth of acid. Boxed in by the Resilient Sphere, Vessa behind him, and the desire to protect Billu... Jayse had nowhere to run.
The acid sears the flesh off his face and chest, nearly knocking him unconscious or worse.
Jayse and Ushari dodge the sharp black spikes. Billu isn't quick enough and catches a guard hair in the gut. This time, he can't pull it free fast enough. The poison works through his system causing his muscles to freeze and he collapses in a heap.
The Worm Turns:
Mr Bones - IMMUNE to all effects
Skitter - IMMUNE to all effects
The Worm in the force bubble circles, seeking a way out, while its siblings search for victims...
The Worm at the Slattern's door thunders past the opening, charging at the lone monk who dared throw a sharp barb at it. Acid-drenched mandibles snap on the monk's arm, carving deeply.
Skitter's Ride sidesteps and snaps at the gnome. Straehan manages to bring his force shield up in time as the vicious mandibles lock on the edge of the shield instead of the sorcerer's head. Acid pours down the invisible shield, pooling at Straehan's feet.
At a word from his mistress, Skitters starts playing a loud tune and leaping towards Ushari while the cleric cartwheels towards the thick pane of glass. The Worm snaps at the small noisy creatures that leaps in its face.
Miraculously, the snap of the Worm's jaws catch nothing but air!
Jofram falls back successfully and his chant rallies his allies. The Worm at the door looks confused briefly by the noise and the shuriken bouncing off its armor.
It turns to Jayse, opens it quadruple mandibles wide, and lets out a long hiss at the monk.
The cornered rat is the most dangerous. Surrounded and grievously wounded, the first Worm sinks its fangs into Jayse, spraying him with a gushing load of acid. Fortunately, Straehan's spell proves its worth and protects the monk from the worst of the bathing...
The whore and seamstress collapse from the poisonous barbs, leaving the Southern end of the promenade without defenders. The Worm spins looking for another victim; its feet snap several of Jofram's fallen arrows. The beast charges across the intervening space and into the doorway, seeking to soften the ranger up for absorption. Jofram has never felt a pain like this. His flesh dissolves and becomes a shadow that is greedily devoured by the bloated Worm. He sees horrible rents in his flesh where healthy tissue used to be...
Winsom spasms and collapses as the poison does its work. The Worm regards the next two meals - the girl and the gnome. Propelled by hunger it crawls quickly over the downed barkeep and into the midst of its snacks. It chooses the larger meal. The quadruple mandibles bury into Ushari's hip, injecting a gargantuan load of acid in its attempt to dissolve her skeleton so she can't run away. The shadowy mist that was a large part of her body drifts lazily into the maw of the creature... an appetizer.
Even Vessa's celestial protections and formidable size are not enough to stave off one of the creatures as it takes a large chunk of flesh from his forearm...
There is a disturbing crunching sound as the final Worm bites down on Mr. Bones' ribs, leaving a gaping hole in the left side of his skeletal frame.
Oh, how the worm turns... Winsom and several of the valiant regular folks are struck down by the umbral spines and virulent poison of the strange creatures. The rest of you avoid the barbs or manage to fight off the outworld toxin.
The Worm Turns:
Mr Bones - IMMUNE to all effects
Skitter - IMMUNE to all effects
Slavering jaws snap at Jayse's hip. The blow only misses by the grace of Ushari's deity. Bones narrowly avoids the spray of acid. Vessa isn't so lucky. He grunts at the formidable bite put into his calf as he shakes the Worm loose.
The Southern-most Worm puts a finishing bite on the paralyzed man. He is brought to the verge of death as the Worm absorbs his essence leaving horrible scars in his remaining flesh. It turns its attention on the heroes and snaps its jaws.
Darkness and stealth serve the 6th Worm well. It slides down the wall past the doorway and rushes across the distance separating it from the sorcerer and cleric. It has only a moment to decide which to attack as its brother strikes at the barkeep.
Straehan and Winsom scream as the acid and mandibles rend their flesh leaving gaping wounds as the flesh-fog is sucked up by the creatures. Both men are unsteady on their feet, seriously injured.
The Worm's bristles bury themselves in the giant. He snaps them off insolently. And Winsom blocks the stabbing black slivers with his axe.
But there is a price to be paid for bravery. The three local men's headlong charge impales them on the black spikes and they succumb to the poison therein, collapsing.
Despite the assault on its eye, the Worm is not stunned by the agile monk who - in turn - dodges the seeking shadow slivers that lance towards his body.
FORT v DC16 Stunning Fist: 1d20 + 16 ⇒ (12) + 16 = 28
The worms lash out - grey mandibles snap shut. Jayse slaps the jaws aside while Vessa merely notes their inability to lock onto his tree-sized forearm.
Repaying Bones' blow, the armored maggot locks mandibles around the skeleton's ribs. Acid spews across it, etching the bones and scouring away any meat that may have been left.
The locals fair far worse. The Bouncer is helpless as the mandibles lock on his head and a gallon of acid is vomited up from the creature's maw - bathing the poor man's face and neck. He doesn't even have time to scream as the upper half of his body melts, becomes shadow and is sucked into the mouth of the beast. Even as his essence is absorbed, the black bristles lengthen and sharpen - slivers of shadow and death.
The seamstress tries to flee across the sand. A quick acid-slathered bite from the worm drops her to the sand... well on her way to death and ghastly absorption as a black fog.
Jofram, Straehan, and Ushari are still in the boat and can't target all of the baddies. If the map isn't easy to see, the baddies are at J0, H0, D-2, and D4. Winsom is G0, Billu is C0.
Anyone with a square green halo has Ushari's Bless active.
Get Wormed:
HIT v Jayse AC24: 1d20 + 16 ⇒ (4) + 16 = 20 (20/x2)
HIT v Vessa AC22: 1d20 + 16 ⇒ (3) + 16 = 19 (20/x2)