Vyr Embar |
Once on our way and out of earshot of any tooth fairies in the vicinity, Vyr will ask the group to gather: "I don't like that jackass one bit, and I don't fully trust him either. I'm wondering who this queen is, and if she might be more amenable to a deal. She might be just as bad of course, but let's see if we have an opportunity to parlay with the opposition, we might save ourselves some effort."
Willard Scrub |
"Excellent idea! We'll trick that rebel faction."
Annalise Wilblund |
"Oooh, I coup does sound exciting. But whatever will keep my teeth in my mouth is what I will choose"
Jonas aka Red |
Red nods along with Annalise, clearly in agreement.
GM Tim |
I put you guys outside the locked door on slide 9. According to the fairy prince, this is the only way to get to the third floor. Tell me what you want to do when you're ready to proceed.
https://docs.google.com/presentation/d/13tKC3BJlQJkquCjwUDwq7QAfP_XvkshJF60 vyjjtww0/edit#slide=id.g9a0b68fcce_0_0
Vyr Embar |
Vyr will use the key given by the prince, and open the door for Red to lead the way.
Jonas aka Red |
I'm not sure how long the bridge is. Can we get across in one turn or should we be going total defense and just moving 30 ft. per turn?
GM Tim |
it's exactly 30 feet, with a closed door at either end. Arrow slits face the walk way on either side. you can see the map on Slide 11
When Vyr opens the door, you see a room filled with smashed furniture. It might once have been a guard room but it looks abandoned. There is a stairwell in the southwest corner of the room. However, uncoiling from its place amid the broken timbers is a six-foot long snake made entirely of bone. Its head is the head of a human and it is covered all over in humanoid teeth.
Willard: 1d20 + 0 ⇒ (18) + 0 = 18
Vyr: 1d20 + 1 ⇒ (20) + 1 = 21
Red: 1d20 + 6 ⇒ (4) + 6 = 10
Annalise: 1d20 + 1 ⇒ (2) + 1 = 3
bad: 1d20 ⇒ 15
~~++~~Initiative~~+~~
Vyr
Willard
Bad
Red
Annalise
Willard Scrub |
"Drat these fairies! A serpent with human teeth? Who thinks up such a thing!?"
I'll delay. It's pretty tight quarters in there.
Vyr Embar |
The sword whispers something at the edge of Vyr’s hearing, and he feels compelled to draw some arcane signs in the air, resulting in a glowing shield springing up, floating in front of him.
Vyr Embar |
Will: 1d20 + 4 ⇒ (10) + 4 = 14 darn it, missed it by 1!
Jonas aka Red |
I'm assuming that is a will save for everyone?
will: 1d20 + 3 ⇒ (20) + 3 = 23
Red steps forward and attacks, hoping to put an end to whatever evil it is attempting on his friends.
fist: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 for damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
knee: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23 for damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Annalise Wilblund |
Will Save: 1d20 + 2 ⇒ (13) + 2 = 15
Annalise will delay for an opening or to heal if needed
upon seeing the snake she says "eww"
Willard Scrub |
Will: 1d20 + 3 ⇒ (3) + 3 = 6
Willard is downright stupefied by the creature.
GM Tim |
Sorry, I did indeed need a save from everyone.
The snake takes two shuddering hits from Red, even as Vyr and Willard sway on their feet. The snake strikes back
bite: 1d20 + 6 ⇒ (19) + 6 = 25
1d8 + 4 ⇒ (8) + 4 = 12
Red, I need a Fort save from you. The flesh around the wound burns.
~~++~~Initiative~~+~~
Vyr (dazed: round 1)
Willard (dazed: round 1)
Bad -12
Red
Annalise
Jonas aka Red |
fort: 1d20 + 4 ⇒ (14) + 4 = 18
Red doesn't want to slow down his attack to deal with the burning sensation.
Hoping that someone is able to give him some healing, he strikes out again.
knee: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
knee: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
well, that could have gone better
GM Tim |
Botting...
Annalise taps into the ley lines nearby for a conduit surge and casts CLW on Red.
conduit: 1d4 - 1 ⇒ (1) - 1 = 0
same luck
clw: 1d8 + 2 ⇒ (2) + 2 = 4
Red heals 4
The snake attacks again.
bite: 1d20 + 6 ⇒ (2) + 6 = 8
~~++~~Initiative~~+~~
Vyr (dazed: round 2/?)
Willard (dazed: round 2/?)
Bad -8
Red -8
Annalise
Jonas aka Red |
I already went, and missed, this round, right?
Jonas aka Red |
[*thumbs up*[/ooc]
Red continues attacking
elbow: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17 for damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
knee: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
Annalise Wilblund |
Annalise will attempt to dodge past the snake to get a place where she has a clear shot.
Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
She will then load her crossbow
GM Tim |
Red's elbow connects. The snake will take an AOO on Annalise, then strike at Red.
AoO: 1d20 + 6 ⇒ (6) + 6 = 12
bite: 1d8 + 4 ⇒ (6) + 4 = 10
Annalise, assuming a 12 hits, please make a fortitude save
vs Red: 1d20 + 6 ⇒ (4) + 6 = 10
~~++~~Initiative~~+~~
Vyr (dazed: round 3/?)
Willard (dazed: round 3/?)
Bad -15
Red -8
Annalise -10
Jonas aka Red |
I'm still assuming I can't rouse someone from a dazed state, so ...
fist: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21 for damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
headbut: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21 for damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Annalise Wilblund |
Fortitude Save: 1d20 + 3 ⇒ (16) + 3 = 19
Annalise looks quite injured
Annalise will take a shot at the snake and then reload
Light Crossbow: 1d20 + 1 ⇒ (7) + 1 = 8 for Piercing: 1d8 ⇒ 1
Yeah, daze is pretty brutal
GM Tim |
Red lands two solid blows, scattering bones chips and broken bits of teeth. Annalise joins the fray and gets bitten for her troubles, though she's able to shake off the effects of the snake's poison.
It strikes at Red.
bite: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 4 ⇒ (5) + 4 = 9
I need a Fort save from Red.
~~++~~Initiative~~+~~
Vyr (dazed: round 4/?)
Willard (dazed: round 4/?)
Bad -26
Red -17
Annalise -10
Jonas aka Red |
fort: 1d20 + 4 ⇒ (10) + 4 = 14
i'm not sure what that will mean for me, but if I'm able, I'll move five feet and flurry again
kick: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 for damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
punch: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19 for damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
GM Tim |
Two more strikes from Red will shatter the snake to pieces.
Out of initiative! That fight was super dangerous, you guys. That was a necrophidius. Its poison causes paralysis on top of the daze effect from its dance. No joke for a level 2 party!
Stairs in the southwest corner of the room wend their way up. The external gloom of the Boneyard filters down the stairwell.
Jonas aka Red |
I was very worried about what was going to happen next if I didn't manage to connect on those two attacks and take it down
Vyr Embar |
Vyr rubs his eyes when he can move again. "That was a nasty mind bender. Ugh."
While Red and A-L get healed up, Vyr will investigate the room and the stairs.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Willard Scrub |
"What's that, then? Things got a bit vague for a moment."
Seeing Vyr poke around, Willard will detect magic in the area for good measure.
Jonas aka Red |
I don't remember what the status of our wand is, so I don't know how many charges our company thinks we should use, although I'm assuming we're not in a position to heal with spells and then sleep. I'll roll, but feel free to tell me I should only use a limited number of what gets rolled.
wand: 1d8 + 1 ⇒ (2) + 1 = 3
wand: 1d8 + 1 ⇒ (1) + 1 = 2
ugh
wand: 1d8 + 1 ⇒ (7) + 1 = 8
wand: 1d8 + 1 ⇒ (5) + 1 = 6
that's better. so I can be -4 after 3 charges or be full up after 4
Vyr Embar |
Up the stairs, Red leading the way and me behind.
Vyr Embar |
Keep moving forward, searching for cunning traps laid by tooth fairies.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Jonas aka Red |
perception: 1d20 + 8 ⇒ (14) + 8 = 22
GM Tim |
Vyr is walking down the hall, inspecting things carefully when Red abruptly stops him. A fine wire has been strung across the hallway. It's easy to see that if the wire had been tripped, all the weapons on that weapons rack would have been vaulted down the passage, badly wounding everyone in it.
Most of the weapons on the rack are rotted, but for a single adamantine warhammer, which is in good nick.
Vyr Embar |
Vyr will grab the hammer for good measure, and assuming now that we know where the wire is and we can avoid it, we'll continue up to the next level.
Jonas aka Red |
MorePerceptionIfNeeded: 1d20 + 8 ⇒ (14) + 8 = 22
GM Tim |
This long room atop the gatehouse has several narrow arrow slits to the north and south. Each is 2 feet high and only a few inches wide. The room is bare except for a ladder descending from an alcove at the room’s eastern end. A low door stands in the center of the north wall, with a small, square window at the typical eye level for a human. The window is inset with a small metal grill, which has been stuffed with humanoid teeth.
Red emerges from the ladder and into this eerie hallway. There is a large, wolf-like creature at the end of the hall, with a crocodile's skull for a head. It snarls at Red, then disappears.
Willard: 1d20 + 0 ⇒ (10) + 0 = 10
Vyr: 1d20 + 1 ⇒ (14) + 1 = 15
Red: 1d20 + 6 ⇒ (12) + 6 = 18
Annalise: 1d20 + 1 ⇒ (18) + 1 = 19
bad: 1d20 ⇒ 20
~~++~~Initiative~~+~~
Bad
Annalise -1
Red
Vyr
Willard
Vyr Embar |
Vyr is waiting to see what Red does, as the layout here is so difficult.
Jonas aka Red |
Red grits his teeth, goes in to total defense and cautiously moves 10 feet forward.
Willard Scrub |
Planes: 1d20 + 8 ⇒ (12) + 8 = 20
"Shoot, that's one of them psycerpomps. Yoowoo, critter! We aren't haints, zombies, or any other type of wandering spirit. Feel free to move right along and let us be. We've got to see a lady about a tooth."
GM Tim |
Willard, you have 2 questions.
As if prompted by Willard's hollering, the creature pounces on Red, becoming visible as its claws make first contact.
bite: 1d20 + 8 ⇒ (12) + 8 = 20
claws: 1d20 + 8 ⇒ (7) + 8 = 15
claws: 1d20 + 8 ⇒ (2) + 8 = 10
I think all 3 will miss given total defense.
~~++~~Initiative~~+~~
Bad
Annalise -1
Red
Vyr
Willard
Jonas aka Red |
I hate to do this, but if the first one would count as an attack from invisibility, I think the total D won't apply, and it would just barely be a hit :-( I'm totally open to being wrong, though :-)
Jonas aka Red |
Red, not liking the odds of being able to push past the beast, flurries with the hope that he can do some damage before having eventually having to retreat and let Vyr go to work.
punch: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 for hopefully damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
punch: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 for hopefully damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5