Episode 2

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DMJ

May 30, 2018 2:44 pm
Upper Room

The flurry of blood drinkers continues to swirl as more of them fly down through the floor panel. It is like a giant drain of skin, fur, and claws.

Sizhen backs out of the north door as well, also guarding the exit for the others to follow.

Sizhen does not hear anything in the adjacent room just entered. It is dark, but as Maeriks' torch comes back towards the door, it is a welcome cast of light.

In the immediate vicinity, Sizhen sees a couple of statues in severe disrepair and covered in cobwebs. They are in the corner and up against the south wall. One statue is of some sort of winged bearded lion creature. The other is of a priest or some other robed and bearded figure that stands exalted.
May 30, 2018 3:53 pm
Ivor is having a tough time with whatever the fuck this is in front of him.
OOC:
Does Ivor have any awareness of what's going on with Trece and of the stirgenado coming down on top of him?

Attack 1: Net (on a hit: Restrains, and triggers Bonus Action trident attack)
Attack 2: Trident
[ +- ] Stats
Last edited May 30, 2018 4:44 pm

Rolls

Attack 1: Net (disadvantage) - (1d20+9, 1d20+9)

1d20+9 : (5) + 9 = 14

1d20+9 : (5) + 9 = 14

Attack 2: +1 Trident (disadvantage), damage - (1d20+10, 1d20+10, 1d8+9)

1d20+10 : (1) + 10 = 11

1d20+10 : (1) + 10 = 11

1d8+9 : (1) + 9 = 10

Possible Bonus Action: Trident - (1d20+10, 1d8+9)

1d20+10 : (6) + 10 = 16

1d8+9 : (2) + 9 = 11

May 30, 2018 4:38 pm
Kray could feel a seething anger driving him as he redoubled his efforts.

Apologize for the delay everbody.

Bonus action Rage.

For Kray's slight retcon he'll climb up as planned. Getting out of the poison room is an imperative.

For his current action he'll move with Bryn et al to the next room up there.

Also, if possible he'll take a hack at anything along the way that isn't Maeriks charmed, which Kray has seen Maeriks do previously in the swamp so he'd take advantage no doubt.

Not sure where I'll be position wise J, but here are dice rolls that can be used if needed. If the target Thorn took a swing at isn't charmed Kray will attack that on the way if possible.

Lastly, Kray would want to position himself to take the brunt of whatever attempts to follow the upper room team out of the nest room.
Last edited May 30, 2018 4:39 pm

Rolls

Athletics climb - (1d20+4)

(17) + 4 = 21

Athletics climb dis - (1d20+4)

(10) + 4 = 14

Judgement 1 - (1d20+9, 1d8+7)

1d20+9 : (14) + 9 = 23

1d8+7 : (2) + 7 = 9

Judgement 1 dis - (1d20+9, 1d8+7)

1d20+9 : (15) + 9 = 24

1d8+7 : (6) + 7 = 13

Judgement 2 - (1d20+9, 1d8+7)

1d20+9 : (9) + 9 = 18

1d8+7 : (8) + 7 = 15

Judgement 2 dis - (1d20+9, 1d8+7)

1d20+9 : (10) + 9 = 19

1d8+7 : (2) + 7 = 9

DMJ

May 30, 2018 4:45 pm
Lower Chamber

Ivor's net slides over the wild reptilian creature, wrapping it up and finally separating it from him for the moment.

In the confusion his first follow-up trident stab misses the mark. It is almost knocked out of his hand as it hits the edge of a statue, but Ivor recovers with another thrust of the trident. The barbs scrape the flesh of the enraged beast.

Net Attack Hit.
Trident Attack 1 Miss.
Trident Attack 2 Hit.

DMJ

May 30, 2018 5:49 pm
Lower Chamber

During the combat, Ivor looks up to see Kray making the brutal climb.
OOC:
I'm going to say that Kray took the torch and inserted it high on a statue, leaving it below. Impossible to climb without both hands free. Torch in the teeth? meh. Write back if statue as a convenient torch holder is outlandish. :)
OOC:
Ez, I'm taking this as you "missed" Action from last round. Kray was climbing.
Have to pause before I post up more about next section actions later.
Looking up, Ivor sees them. Just a few at first, then an entire colony. Clawed long-snouted bats, diving into the room from the ceiling panel!

Ivor hears the clanging coming from the north gate. He cannot see anything, but he knows the reptilian creature was released from there at the gate likely.

DMJ

May 30, 2018 8:32 pm
Upper Chamber

Status Check:
At the split second break of the Initiative blend...
Bryn and Sizhen moved through the north door, staged there to block a possible chase or attack.
Maeriks is right there at the door, holding back the Biggie Bat with his irresistible swamp man Charm.
Bug is still positioned at the southeast high corner of the room, a room's distance from the group.

Need Action for Thorn.
OOC:
I have to admit it seems like Thorn would follow the group and move northward out, but I want to hear from X to be sure.
If Thorn moves out the door, you guys may have option for possibly a last bit of Movement (though you guys are slowed from poison effects) or maybe would slam the door shut?
If he does not, will have to decide what the rest of the group does.
OOC:
I know everyone can read the other posts above, but be clear that no one in the upper room can yet see Kray. Timing is quite crazy right now, but Kray's circumstance is still in development, so don't incorporate anticipation of it into decision-making if it doesn't make sense to.

DMJ

May 30, 2018 8:50 pm
Kray's tough climb
OOC:
Ez, Kray is in the fatal funnel blend of all this, bro. We gotta work it out.
As Kray is nearing the top of rope, with the light from the torch shining up from below him, he sees the ceiling opening only a couple of feet away...

when the entire square of the panel entryway erupts in an explosion of fur, wings, and claws. A colony of blood sucking bat-like creatures pour out of the upper room, flying right into the face of Kray while he is suspended on the rope!

Claws cut him. Wings slap him. For a moment he almost feels smothered in midair.

He feels the creatures trying to latch onto him. Holding onto the rope, head still spinning from the poison, there is little he can do about it other than focus on not falling.

Stirge 9 - Stirge 12 Attack Kray
OOC:
This circumstance seems like something that would require a feat of strength, balance, and agility to endure, much less burst out of to continue on into even more action as planned. We need to turn to skills and dice to see what happens.
Required Action: Kray sends STR Athletics or DEX Acrobatics check. Disadvantage applies because of poison effects.

Rolls

S9 Attack - (1d20+5)

(13) + 5 = 18

damage - (1d4+3)

(3) + 3 = 6

S10 Attack - (1d20+5)

(7) + 5 = 12

damage - (1d4+3)

(4) + 3 = 7

S11 Attack - (1d20+5)

(13) + 5 = 18

damage - (1d4+3)

(2) + 3 = 5

S12 Attack - (1d20+5)

(12) + 5 = 17

damage - (1d4+3)

(2) + 3 = 5

S13 Attack - (1d20+5)

(13) + 5 = 18

damage - (1d4+3)

(1) + 3 = 4

May 30, 2018 8:51 pm
As Kray began the rope climb he called out. "Ivor, Trece! Time to go!"

Not too much of a retcon shout out to those guys here J?

DMJ

May 30, 2018 8:54 pm
Ezeriah says:
As Kray began the rope climb he called out. "Ivor, Trece! Time to go!"

Not too much of a retcon shout out to those guys here J?
OOC:
That shout out is fine, even a little retro. Still though it happened while Ivor was stabbing at lizard dog and Trece was doing Shaolin Shadowboxing vs. the Robed Monks outside of the gate.
I think we could say they heard it, but were fists deep in their own fights.
May 30, 2018 8:55 pm
Kray twists and jostles as the swarm of creatures hurtles past him.

Saw that swarm on the rope coming J. Still had to climb through that mess.

Lucky for DEX to replace crap roll.
[ +- ] Kray Mercon Character Sheet
Last edited May 30, 2018 9:01 pm

Rolls

DEX - (1d20+8)

(20) + 8 = 28

DEX Dis - (1d20+8)

(2) + 8 = 10

DEX Lucky - (1d20+8)

(13) + 8 = 21

DMJ

May 30, 2018 9:01 pm
Required Action: all people attacked by stirges please report what is a hit and identify the stirge by his serial number.
OOC:
I know this is pretty fucking lame, but I (and all of us) need to keep an understanding about which and how many of these blood suckers is attached on each guy. Their stat and mode of fighting is weird and quite frustrating I think. If they hit, they do auto damage the following rounds until a few different criteria are met (they are detached, killed, or become full).
You guys need to pay attention and spend the Actions as necessary if you want to get these things off of you after/if they get a hit.
If you spend an Action you can detach one automatically. Auto success, but he's still alive and flying.
On the other hand(s), you can use Attacks, but you have to send dice for that.
May 30, 2018 9:07 pm
OOC:
The two that attacked me missed.

DMJ

May 30, 2018 9:08 pm
Ezeriah says:
Kray twists and jostles as the swarm of creatures hurtles past him.

Saw that swarm on the rope coming J. Still had to climb through that mess.

Lucky for DEX to replace crap roll.


OOC:
Agreed. It still seems like it might be a good action. One that is going to suck, but hopefully less suck than other choices.

And oooo .... that does seem to be quite Lucky. A good score.

Hold tight for a sec. I need to get last details from upper deck on their entire input set to get this blend of Action hero scenes all pulled together.

DMJ

May 30, 2018 9:13 pm
Required Action: Ivor report on Movement decisions.
OOC:
Yo, Jabes. Trying to be thorough to follow up on your great question from Admin and above. Ivor definitely sees the toilet flush of the incoming stirge spiral. He does at least HEAR some commotion clanging around at the north gate.
We know Ivor did some fighting, but does this input affect his decision on how to Move?
One interesting feature is that at the moment, the Reptilian Crawler is Restrained condition in the net. I think it's right to say that bitch can't take OAs as Reaction if Ivor leaves him and starts stepping away.
Let me know thoughts. Position, Movement, Action economy all seems to matter quite desperately for everyone right now, so I don't want to miss something that leads to anything more dangerous than it already is.
May 30, 2018 9:47 pm
OOC:
Ivor isn't about to leave the crawler til it's good and dead. Only then will he maybe go see what the fuck is up with Trece.
May 30, 2018 10:33 pm
Trece goes in for another assault against the bulky hooded man
[ +- ] Ottesite

Rolls

Attack/Damage (Unarmed) - (1d20+7, 1d20+7, 1d6+4)

1d20+7 : (7) + 7 = 14

1d20+7 : (11) + 7 = 18

1d6+4 : (6) + 4 = 10

Attack/Damage (Spoon) - (1d20+8, 1d20+8, 1d6+6)

1d20+8 : (4) + 8 = 12

1d20+8 : (9) + 8 = 17

1d6+6 : (3) + 6 = 9

Bonus Attack/Damage (Unarmed) - (1d20+7, 1d20+7, 1d6+4)

1d20+7 : (5) + 7 = 12

1d20+7 : (1) + 7 = 8

1d6+4 : (5) + 4 = 9

DMJ

May 30, 2018 11:54 pm
Lower Level, North of the Gate Door

Trece barrages the robed figure with a series of strikes, threatening him all the while in Otessite.

Attack 1 and 2: Hit
Bonus Attack: Miss


Trece continues to battle the effects of the poison gas, but so does his bulky opponent.

DMJ

May 31, 2018 12:09 am
OOC:
Y'all, I'm probably out for the night. Busy day for tomorrow, but will try best to get on the boards.
Review of input needs:
*Thorn Action
*Upstairs Team's overall combined move out the door details. Close door? Hold Door closed? Continue Movement? Stand and provoke a fight at the doorway threshold?
*Clarification on Stirge Attack Hits if any (Ox is already in. I incorporated NPC Maeriks'.) Think it over if anyone wants to incorporate stirge-removal into action set. If there is a stirge hit in one round and you do nothing to address it, that is auto-damage on the stirge Turn forthcoming on the next round.

Stuff I have to send after input:
*Bad guy set inputs (stirge swarm, crawler, robed figures, upstairs monsters)
*Update on Kray's transition Actions, coordinated with upstairs action
OOC:
Sounds like a plan.
DT party forces out some complex danger scenes!
Can't believe you guys infiltrated the bat room, breached the low gate, AND drew the Crawler into Room 1 Action. Don't know what will happen yet, but I can dig it.
ps. Are you guys ever going to stay in 1 group?
May 31, 2018 11:51 am
The sturges are a real threat, not to mention they are conditioned part of the trap to go in to the lower room.
Staying down there is bad business.
May 31, 2018 12:39 pm
Stirges 9, 11 and 13 hit. I'll use the attack rolls from before (moving through the room rolls used instead to attack those stirges as Kray exits the trap door) to kill the bastards.

Adding on a bonus action hand attack to try and break a stirge neck.

Rolls

Hand - (1d20+8, 1d4+5)

1d20+8 : (20) + 8 = 28

1d4+5 : (3) + 5 = 8

Hand dis - (1d20+8, 1d4+5)

1d20+8 : (20) + 8 = 28

1d4+5 : (4) + 5 = 9

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