( 16 ) + 8 = 24
Episode 2
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*Eumash has leather shoulder bag
*ring of dropped keys on the ground near Eumash
*body of devilish Eumash on the ground in his big black hooded robe.
Also, looking to move to an area that breaks line of sight with the door/stirges.
S10 was a miss. Going to let S11 and S13 have a heaping serving of Kray for 5 total adjusted damage after rage.
Claws dig in and a beak gouges at his rib cage as Kray braces his legs across the trap door, grabbing the rope, ready to pull anyone who might climb up. Below he can see the maelstrom of flying bloodthirsty creatures, swirling around... someone.
Ivor!? Kray saw the flash of what he was sure was a trident.
Second wind.
"IVOR!!!"
Bonus action Rally maneuver for Ivor here. Good luck Jabes!
His grip set firm on the rope, feet against the trap door edge for leverage, Kray waited, ready to pull with all his might as soon as the ex-gladiator began to climb.
Action to pull Ivor up.
The moment Ivor can *reach* the top, Kray will roll out of the way, help pull Ivor up, ready to slam/pull that trap door shut. Athletics check if needed/useful J for rope pull. Bottom line is to get Ivor up fast as possible.
Kray Mercon
link to main character sheet & group stats
Vitals
AC: 20 (base 18) + (2 Med Shield)
HP: 68/68 34/34
Status Effects: L4 Exhaustion: Disadvantage Ability Checks, Attack Rolls, Saves. Speed Halved. HP Halved.
Death Saves: +0/-0
Initiative: +5
Hit Dice: 6/6 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: (1d8+7)
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: (DEX 5) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Dagger With Sorcha / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 2/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 0/1 (short rest)
Second Wind: 0/1 (short rest)
Lucky: 2/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Mission: 2/2
---Allows a PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Rally Ivor - (1d8+3)
(1) + 3 = 4
Athletics Adv from rage - (1d20+4)
(11) + 4 = 15
Second Wind - (1D10+6)
(9) + 6 = 15
If possible, we take a minute in the upper room after Ivor gets up. Recharge, especially given our entry into this place was rough as hell and the team just poisoned/exhausted.
Curious about the stirges conditioning and what they would do if their behavior pattern is thrown off and they cant return to the upper room.
We'll want to be more careful, to be sure.
Ivor steps up on a statue and makes the best leap he can, grabbing the rope as high as possible.
It is horrific as the clawed bats dive in, climbing over one another to try to sink their claws and sharp needle snouts into flesh. They take advantage of his exposure and seek to drink his blood as he hangs struggling in the air.
Attacks by Stirge 14, 15, 18, 19, 20, 23, 24, 25
Blood drain by Stirge 16, 17, 21, 22
Up above, Kray tries to pull up on the rope to lift Ivor. Seconds are critical, but the weight is nearly impossible to lift with enough speed to make a difference.
On the other hand, if someone big with a 20 STR starts helping, 2 guys pulling the rope, I could probably see that giving some lift and cutting some time off of the ascension. Know anyone?
Rolls
blood drain 16 - (1d4+3)
(1) + 3 = 4
blood drain 17 - (1d4+3)
(2) + 3 = 5
blood drain 21 - (1d4+3)
(2) + 3 = 5
blood drain 22 - (1d4+3)
(1) + 3 = 4
Attack 14 - (1d20+5)
(15) + 5 = 20
damage - (1d4+3)
(3) + 3 = 6
Attack 15 - (1d20+5)
(14) + 5 = 19
damage - (1d4+3)
(1) + 3 = 4
Attack 18 - (1d20+5)
(7) + 5 = 12
damage - (1d4+3)
(2) + 3 = 5
Attack 19 - (1d20+5)
(19) + 5 = 24
damage - (1d4+3)
(2) + 3 = 5
damage - (1d4+3)
(1) + 3 = 4
Attack 23 - (1d20+5)
(20) + 5 = 25
damage - (1d4+3)
(2) + 3 = 5
Attack 24 - (1d20+5)
(11) + 5 = 16
damage - (1d4+3)
(4) + 3 = 7
damage - (1d4+3)
(2) + 3 = 5
23 added Critical damage - (1d4+3)
(4) + 3 = 7
Attack 20 lost in initial post - (1d20+5)
(10) + 5 = 15
Attack 25 Lost in previous post - (1d20+5)
(19) + 5 = 24
To keep it simple, I'm shifting Kray forward in the sequence so he's matched with everyone else. His actions are already in; he's pulling the rope.
All other active upper chamber characters are up! Bryn and Thorn send Actions.
Stirge 14: 20 hit, damage: 3hp
Stirge 15: 19 hit, damage: 2hp
Stirge 18: 12 miss
Stirge 19: 24 hit, damage: 2hp
Stirge 20: 15 miss
Stirge 23: nat 20: damage: 12hp
Stirge 24: 16 miss
Stirge 25: 24 hit, damage: 2hp
Current AC: 17
Passive Perception: 14
Action Surge: 0/1
Second Wind: 0/1
Superiority Dice: 4/4
Rage: 1/2
Carouse Recharge bonus: 1/3
Net: 10/10hp
Conditions/Effects: DYING. Disadvantage Ability Checks, Attack Rolls, Saves. Speed Halved. HP Halved. Barbarian Rage.
Death Saves:
Rolls
Death Save 1 - (1d20)
(10) = 10
Check out Fighting While Dying subsection in House Rules.
Ivor does not technically make his Death Save until his next Turn, during in the next Round which we are developing now.
Plus, even when he does, we can already see that he made it with a 10. So he has accumulated no "Death Marks", not so far and not on the entire round that we are working through now.
So to keep acting, Ivor has to make DC 5 CON Save. For him that's 95% - only necessity is to avoid a Natural 1 roll.
I'm pretty sure Ivor is still hanging on the rope.
Rolls
CON save - (1d20+7)
(19) + 7 = 26
Damn, forgot about Disadvantage! - (1d20+7)
(10) + 7 = 17
On the other hand, if someone big with a 20 STR starts helping, 2 guys pulling the rope, I could probably see that giving some lift and cutting some time off of the ascension. Know anyone?
We’ll see if any big weightlifter types get involved in this Dark CrossFit.
On the other hand, if someone big with a 20 STR starts helping, 2 guys pulling the rope, I could probably see that giving some lift and cutting some time off of the ascension. Know anyone?
Rolls
Athletics - (1d20+8, 1d20+8)
1d20+8 : (15) + 8 = 23
1d20+8 : (13) + 8 = 21
Thorn grips the rope and sees Ivor barely hanging on below, covered in bats. Heaving with every ounce of strength he can muster, Thorn pulls up, hand over hand, again and again, churning in a painful rhythm to bring the rope up foot by foot as quickly as possible. Kray is there pulling with every inch gained and working to keep the rope away from the drag of the lip of the floor.
When Ivor is high enough, Kray leans out dangerously and hooks him under the arm, without regard for the deadly bats that are attached all over the big Dannein warrior's neck, shoulders, back, and arms. Ivor is so heavy and is going limp, passing out. It is all Kray can do to just press Ivor up against the opening in the floor and hang on for dear life under his arm. Ivor's lower torso and legs are suspended in the air, hanging into the room below. A loose stirge that was harassing Ivor flutters into the room.
Thorn drops to make a quick transition from the rope to gripping Ivor across the shoulders and under his other arm. Leaning back with all of his weight, Thorn heaves desperately to shift the weight inward enough to make a difference. Kray leans and drags with all of his might as well. By the narrowest of margins the two men are able to drag Ivor in and across the floor enough to get his legs in and close the shutter door.
It is a horrifying image, illuminated only by the single flickering torch dropped to the floor by Maeriks. Ivor's skin is pale and drawn. The feasting parasites hang all over his body, their claws digging into his skin, their needle snouts buried deep into his flesh and organs. The disgusting hairy flesh of the bats is beginning to stretch as their bellies bulge into blood-filled bulbs.
Ivor's eyes are open briefly, but his eyelids are heavy.
He can barely speak.
He is losing consciousness.
Blood drains count as Death Marks for Ivor.
Ivor Mac Conall: one of the greatest characters I have known in any game. Ever.
In the Cursed Palace of Heshba, Ivor shakes his head heavily, rejecting the comforting memory of home. "Fuck off, Da!" he growls. "I got a job t' do!"
A moment of clarity. Kray's face comes into focus. "Mercon," Ivor mutters, "...told ye I was coming."
Then Ivor Mac Conall, death-cheating ex-gladiator, finally meets his end, as all men should: a free man.
S3 is staged to Attack Unconscious Sizhen
S7 and S8 are attached to Unconscious Maeriks
Send Actions.
After that, I have to book out the Actions of whatever stirges are still around. That will include the 2 Kray endured in his desperate attempt.
Trece inspects the area, looking for valuables, clues, tools, anything he can find that might be useful. As he pilfers through Eumash's bag, he sees that the man was truly bestial. He does look like a devil, quite a monster...
*an ivory whistle
*a larger reed whistle
*a device of unknown name and nature. It has a handle that can rotate which spins a sprocketed wheel. When the wheel spins it drags against a stiff reed and makes a low whirring sound.
*a bladder of wine
*1 set of manacles
*10 short length ropes wrapped together
*a thin rectangle plate of polished steel, serves as a banged up mirror?
The key chain is iron. It has 9 iron keys on it, of differing shapes and sizes.
Aside from the mace, Eumash also wears a sheathed knife.
The black robes are tattered on the edges, but very well-made. They are a high quality material. All of the trim has strange runes sewn in, which are difficult to see from afar because it is still all black thread.
Also mentionable:
mace
short bow, 3 arrows
oil lamp (burning)
To the east, along the south wall, Trece sees three pull-cart like wagons, with carrier sections each a little longer than the height of a man.
To get out of the line of sight of the bats on the cage gate, Trece moves around the corner towards the west throughway. For a hiding place, he knows he can tuck behind the old statue of the winged lion.

It looks as if a large door once had been between these rooms, but it has been removed.
Room 11 is generally empty, save for some trash on the ground, scraps of metal, wood, and block. Trece cannot see out into he edges of Room 11 without introducing some light.
Rolls
Attack 1 with sneak and Disadvantage - (1d20+8, 1d20+8, 1d8+5, 3d6)
1d20+8 : (5) + 8 = 13
1d20+8 : (20) + 8 = 28
1d8+5 : (5) + 5 = 10
3d6 : (562) = 13
Attack 2 with disadvantage - (1d20+8, 1d20+8, 1d8+5)
1d20+8 : (11) + 8 = 19
1d20+8 : (9) + 8 = 17
1d8+5 : (2) + 5 = 7
Bryn kills the elusive bat that was trying to plague Sizhen.
Attack 1 Miss
Attack 2 Hit
The demonic bats attached to Ivor, Maeriks, Kray, and Bryn continue to siphon blood out of their victims.
For Kray, S11 Damage is reduced to 3. It reached the 10 hp Max cap and detaches.
Note S13 is still attached, if unattended, could drain 1 more hp next round before detaching.
For Bryn, S2 Damage is reduced to 6. It reached the 10 hp Max cap and detaches.
S4 is still attached.
Rolls
Auto Blood Drain Maeriks S7 - (1D4+3)
(1) + 3 = 4
Auto Blood Drain Maeriks S7 - (1D4+3)
(1) + 3 = 4
Auto Blood Drain Kray S11 - (1D4+3)
(4) + 3 = 7
Auto Blood Drain Kray S13 - (1D4+3)
(2) + 3 = 5
Auto Blood Drain Bryn S2 - (1D4+3)
(4) + 3 = 7
Auto Blood Drain Bryn S4 - (1D4+3)
(3) + 3 = 6