A swarm of hideous insects comes racing along the wall toward Kif. Thinking quickly, he turns his blade and uses its broad side to crush half of the insects immediately.
Kif and Fope both get a pretty good idea of what's going on in those cramped quarters, and may act. Those further back just can't see through the crowd.
Ok, friends, I'm back to my regular schedule. I apologize for my slowness the last few weeks. A combination of work, life, and (other) hobby activities simply overwhelmed me.
I didn't *mean* to say "Kif" could go again. I meant to give (as far as I can remember) Barnaby a turn. Or somebody. But I said the wrong thing. Anyway, I'll carry over those rolls.
The Insect Swarm approaches Kif and creeps down to the floor and begins to swarm him, but (with its poor attack roll), Kif steps neatly out of the way. Carrying over Kif's attack roll, he manages to trample enough of the swarm and smash enough of them with his blade that the insect swarm is no longer a thread.
Barnaby, I moved you a little bit so that you can get a better look at these crypts.
The northern one - next to Barnaby - bears the name Gustav Durst. The southern one, with Kif and the dead insects, bears the name Elisabeth Durst. On the other (west) side of the passage, there is a matching pair of sarcophagi, also labeled with empty coffins atop each: Rosavalda Durst, to the north, and Thornboldt Durst, to the south. There doesn't appear to be anything here, other than four empty coffins and four biers (I think that's the right word) on top of which each coffin rests.
Barnaby mentioned gathering the Durst's family remains and putting them in the coffins. Is that something you want to do? And if so, do you want to do it now, or keep exploring first?
edit: In the interest of moving things along, I'm going to make this decision for you. You all climb back up the narrow staircase into the house. You gather the hanged body of Gustav from the third floor, and the skeletal remains of the children from the attic. You make your way back down into the basement. You discover that, curiously, Gustav's body disintegrates into dust as you begin to make your way through the basement, but it is easy enough to put Rose's and Thorn's remains into the coffins bearing their names. As you slide the coffin lids in place, you each hear a bit of a contented sigh.
You continue exploring down the hallway to the south, and you enter a rugged dining hall. This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor—the remains of vile banquets.
Everybody roll a perception check.
If you roll a 10 or higher:
There is a small alcove in the eastern wall. Probably a pantry, at one time.
Barnaby steps back just in time. Two gricks come slithering out of the alcove! One at Fope and one at Kif. You immediately realize that this will be a more formidable challenge than the swarm of insects writihing out from behind Elisabeth Durst's empty coffin.
A grick is basically a huge worm, maybe 5' long, but at the front end it has a sort of a parrot beak surrounded by four nasty tentacles. It's a very unpleasant looking thing. Everybody roll initiative again, and this time I mean it!
Barnaby will firebolt the one in front of Fope. 24 These beasts don't seem as dead as the other denizens of this cursed house. I wonder if they are just dwelling here, or if there presence is related to the foul deeds that were performed here? Damage: 9
Ireena and Puddin both miss with their ranged attacks. Ireena begins fumbling with the crossbow to reload.
The Grick opposing Kif manages to slash him with tentacles, and pulls him in for a bite! Kif squirms free, though, and the gnashing beak fails to connect. Take 9 points of damage.
The Grick opposing Fope also grabs him with its tentacles! It does 11 points of damage, and Fope just barely gets out of the way of the beak!
Please put your AC's in the rightmost of the 3 circles over your guys' heads, please. It will help me keep track. Current HP in the middle circle would be great, too.
Puddin' begins the next round by casting Bless on Barnaby, Fope, and Kif. You all get +1 on Attack and Save rolls while it's in effect. Everybody may go.
A swarm of hideous insects comes racing along the wall toward Kif. Thinking quickly, he turns his blade and uses its broad side to crush half of the insects immediately.
Kif and Fope both get a pretty good idea of what's going on in those cramped quarters, and may act. Those further back just can't see through the crowd.
Lather rinse and repeat
21 attack
14 damage should that connect
Fope will hold his ground, and if the bugs get in reach, he will attempt to shmush as many as possible with the butt end of his shepherd's crook.
Attack: 10 Damage: 2
Ok, friends, I'm back to my regular schedule. I apologize for my slowness the last few weeks. A combination of work, life, and (other) hobby activities simply overwhelmed me.
I didn't *mean* to say "Kif" could go again. I meant to give (as far as I can remember) Barnaby a turn. Or somebody. But I said the wrong thing. Anyway, I'll carry over those rolls.
The Insect Swarm approaches Kif and creeps down to the floor and begins to swarm him, but (with its poor attack roll), Kif steps neatly out of the way. Carrying over Kif's attack roll, he manages to trample enough of the swarm and smash enough of them with his blade that the insect swarm is no longer a thread.
Barnaby, I moved you a little bit so that you can get a better look at these crypts.
The northern one - next to Barnaby - bears the name Gustav Durst. The southern one, with Kif and the dead insects, bears the name Elisabeth Durst. On the other (west) side of the passage, there is a matching pair of sarcophagi, also labeled with empty coffins atop each: Rosavalda Durst, to the north, and Thornboldt Durst, to the south. There doesn't appear to be anything here, other than four empty coffins and four biers (I think that's the right word) on top of which each coffin rests.
Barnaby mentioned gathering the Durst's family remains and putting them in the coffins.
Is that something you want to do? And if so, do you want to do it now, or keep exploring first?edit: In the interest of moving things along, I'm going to make this decision for you. You all climb back up the narrow staircase into the house. You gather the hanged body of Gustav from the third floor, and the skeletal remains of the children from the attic. You make your way back down into the basement. You discover that, curiously, Gustav's body disintegrates into dust as you begin to make your way through the basement, but it is easy enough to put Rose's and Thorn's remains into the coffins bearing their names. As you slide the coffin lids in place, you each hear a bit of a contented sigh.
You continue exploring down the hallway to the south, and you enter a rugged dining hall. This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor—the remains of vile banquets.
Everybody roll a perception check.
If you roll a 10 or higher:
There is a small alcove in the eastern wall. Probably a pantry, at one time.
If you roll a 15 or higher:
There is something lurking in the pantry.
19 perceptin'
and thanks for moving us along
ax up and ready I'm going to move into the room and toward the alcove.
I think there's something over here, folks
Barnaby Perception: 14
Fope Perception: 10
Fope will give Kif a knowing look and then attempt to hide in the shadows of the southeast corner. Stealth: 8
Barnaby on the other hand...Hey guys, where are you going? What are you doing?
Watch out, Barnaby, take a step back, I think we have a new friend here
Barnaby peers uselessly into the darkness and backs to the other end of the room.
Barnaby steps back just in time. Two gricks come slithering out of the alcove! One at Fope and one at Kif. You immediately realize that this will be a more formidable challenge than the swarm of insects writihing out from behind Elisabeth Durst's empty coffin.
A grick is basically a huge worm, maybe 5' long, but at the front end it has a sort of a parrot beak surrounded by four nasty tentacles. It's a very unpleasant looking thing. Everybody roll initiative again, and this time I mean it!
Barnaby initiative: 13
Fope initiative: 7
<woot!>
22 initiating
The Gricks both rear up to attack, but they rolled spectacularly poorly on Initiative, and every single one of you gets to go first. :/
Kif brings his ax into play
I thought I smelt grick shit
18 first hit
If it hits damage 12
Action surge buys me another hit 15
If that hits 8
Great weapon fighting style lets me reroll damage on a 1 or 2, so ont that second one 9
Fope attacks the bug in front of him with his scimitar. Attack: 16 Damage: 9
Barnaby will firebolt the one in front of Fope. 24 These beasts don't seem as dead as the other denizens of this cursed house. I wonder if they are just dwelling here, or if there presence is related to the foul deeds that were performed here? Damage: 9
Ireena and Puddin both miss with their ranged attacks. Ireena begins fumbling with the crossbow to reload.
The Grick opposing Kif manages to slash him with tentacles, and pulls him in for a bite! Kif squirms free, though, and the gnashing beak fails to connect. Take 9 points of damage.
The Grick opposing Fope also grabs him with its tentacles! It does 11 points of damage, and Fope just barely gets out of the way of the beak!
Please put your AC's in the rightmost of the 3 circles over your guys' heads, please. It will help me keep track. Current HP in the middle circle would be great, too.
Puddin' begins the next round by casting Bless on Barnaby, Fope, and Kif. You all get +1 on Attack and Save rolls while it's in effect. Everybody may go.
attacking again using a feint attack as a bonus first which gives me advantage
22
13
damage 10 to which I add 2 superiority die