With a mighty swing, Fope slays one of the Gricks! Kif slashes the one in front of him, and it's hurt badly. Barnaby toasts a piece of the stone wall.
Ireena, with the crossbow reloaded, takes another shot at the remaining Grick. And she hits it! It's just a nick, but the creature is clearly badly hurt. Enraged, it rears up and grabs Kif with its tentacles again. It gets a good grip, doing 9 points of damage! Kif manages to pry himself free and avoid the bite attack, though.
Ireena struggles to get the crossbow reloaded. She hurries her aim, and misses. Puddin, however, summons Shar's energy and delivers a Sacred Flame that strikes true! It is very nearly enough to bring down this terrible beast!
Unfortunately, it's not enough. The Grick, reeling from all the damage it's taken, practically collapses onto Kif, and grabs him again! It deals 10 points of damage. And this time, crushed under the weight of the beast, Kif cannot avoid the bite! It CRITS!!! For another 12 points of damage!
Kif, I'm not sure what your HP situation is, but if the 10 brought you down to 0 or lower, then the 12 just counts as one failed death save.
Bold~ perhaps we could take a moment folks, I could use a bit of a rest to patch up and clean off some of this worm guts. Might be a good idea to poke around this room, too
The party takes a short rest. Do your short rest bookkeeping, all.
Nothing disturbs you.
There is nothing else in the room. The alcove where the Gricks had been hiding was filthy. Likely a pantry at one time, it's now a smelly hiding place for carnivorous worm creatures. You discover 15 gold pieces and a small piece of jade, worth 20 gold pieces, among the accumulated debris.
I've added the gp and jade to party loot on roll 20, didn't see anything else on that list, we keeping track of that elsewhere or do we just suck that bad?
Well that's unfortunate. I could have sworn that I put stuff in the loot table at one point. :(If I am feeling the urge, I will go through and add stuff.
Yes, Kif, you are looking fairly gruesome. Let's take a moment so that you can clean some of that blood off of yourself. You really should be more careful in the future.
Looking at the map, I can't figure out where we came from, but if we came through a more defensible position than the current room with a hundred doors that we are in, then Barnaby will recommend retreating to it to rest there instead.
You can't see much to the south and to the west, and you haven't been down either of those hallways. To your east is the small alcove that the Gricks were hiding in. The opening to the north is the hallway you came down. You recall that if you went back that way, after about 10' there would be narrow passages to the east and west, each opening into a pair of alcoves with coffins for the members of the Durst family. About 15' beyond that, there is an opening to the left, leading to the narrow spiral stairs up to the attic. The hallway continues to the north beyond that.
I'll position you in the hallway so you can get a better look. (edit: done)
edit: The lower arrows point to openings into where the Durst coffins are situated. The upper arrow points to the opening to the staircase. The hallway continues north beyond that, and (of course) there are unexplored passages out of the dining room where you fought the Gricks, as well.
It seems there is no good place to take our rest. We should stay here backed up to where those big tentacled bugs came out of. Once we feel up to it, let us proceed south. If we keep making left turns, we should be able to explore every square foot of this dank cellar.
Ok, the party makes its way north. You walk back past the alcoves with the coffins for the Durst family, and past the short passage with the stairwell to the attic. You pass another short passage on the right, in which you discover two more alcoves with biers supporting empty coffins. One bears the name "Walter Durst," the other is empty.
The narrow passage turns to the west, and opens into a 15' by 15' room. A wooden table and four chairs stand at the east end of this room. To the west are four alcoves containing moldy straw pallets. There is nothing else of interest in this room, except a passageway continuing west.
Following that passageway, you descend a few steps into a larger chamber, 20' by 20'. A 4-foot-diameter well shaft with a 3-foot-high stone lip descends 30 feet to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well.
Five side rooms once served as quarters for senior cultists. Each contains a wood-framed bed with a moldy straw mattress and a wooden chest to hold personal belongings. Each chest is secured with a rusty iron padlock
This post has potentially manipulated dice roll results.
Føpé will search for traps, investigation 6 and if no one finds any, he will wish he had thieves tools since they'd be handy and the traveling people had taught him how to use them.
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Oops. If you got hit with Bless, add a d4 to hits and saves.
Fope: I do so like poking things with my sword. Hiya!
Attack: 10 + 1 Damage: 11
Fope will then use his second wind ability to regain hit points: 2
Barnaby will fireball Fope's Grick if it is still alive, if not, he will target Kif's.
Attack: 10 + 1 Damage: 5
I don't have control over Fope's token. His AC is 17.
You should now have control over Fope's token.
With a mighty swing, Fope slays one of the Gricks! Kif slashes the one in front of him, and it's hurt badly. Barnaby toasts a piece of the stone wall.
Ireena, with the crossbow reloaded, takes another shot at the remaining Grick. And she hits it! It's just a nick, but the creature is clearly badly hurt. Enraged, it rears up and grabs Kif with its tentacles again. It gets a good grip, doing 9 points of damage! Kif manages to pry himself free and avoid the bite attack, though.
It's everybody's turn again!
Bonus action Second Wind 13 HP recovered
Damned bug
Attack 9 plus bless 1
Damage 5
Fope attack: 12 Damage: 7
Barnaby: Why do humans make their tables so gosh darn huge.
Barnaby shuffles around the table for a better angle. Fire bolt: 10 Damage: 8
Edit: Woof, tough round for the good guys. Clean up for us Ireena and Puddin!
Ireena struggles to get the crossbow reloaded. She hurries her aim, and misses. Puddin, however, summons Shar's energy and delivers a Sacred Flame that strikes true! It is very nearly enough to bring down this terrible beast!
Unfortunately, it's not enough. The Grick, reeling from all the damage it's taken, practically collapses onto Kif, and grabs him again! It deals 10 points of damage. And this time, crushed under the weight of the beast, Kif cannot avoid the bite! It CRITS!!! For another 12 points of damage!
Kif, I'm not sure what your HP situation is, but if the 10 brought you down to 0 or lower, then the 12 just counts as one failed death save.
Time to rescue your dwarven friend!
Kif is still up, barely, thanks to that second wind
is it my turn again?
If it’s my turn I’ll do a feinting attack
21
8
adding bless 1
if that connects I do 11 plus 2 damage
And the durable Kif finishes off the Grick! That was a close shave, for sure.
The combat is over.
There's an opening to the south, an opening to the west, and there's the hallway to the north, which is the one you came from.
Ireena comes rushing into the room, working her way past all the people in the way. She gazes in wonder at all of Kif's wounds. Are you ok?
Bold~ perhaps we could take a moment folks, I could use a bit of a rest to patch up and clean off some of this worm guts. Might be a good idea to poke around this room, too
The party takes a short rest. Do your short rest bookkeeping, all.
Nothing disturbs you.
There is nothing else in the room. The alcove where the Gricks had been hiding was filthy. Likely a pantry at one time, it's now a smelly hiding place for carnivorous worm creatures. You discover 15 gold pieces and a small piece of jade, worth 20 gold pieces, among the accumulated debris.
I've added the gp and jade to party loot on roll 20, didn't see anything else on that list, we keeping track of that elsewhere or do we just suck that bad?
Puddin can do some healing if you guys ask.
Well that's unfortunate. I could have sworn that I put stuff in the loot table at one point. :( If I am feeling the urge, I will go through and add stuff.
Yes, Kif, you are looking fairly gruesome. Let's take a moment so that you can clean some of that blood off of yourself. You really should be more careful in the future.
Looking at the map, I can't figure out where we came from, but if we came through a more defensible position than the current room with a hundred doors that we are in, then Barnaby will recommend retreating to it to rest there instead.
This room has openings on all four sides.
You can't see much to the south and to the west, and you haven't been down either of those hallways. To your east is the small alcove that the Gricks were hiding in. The opening to the north is the hallway you came down. You recall that if you went back that way, after about 10' there would be narrow passages to the east and west, each opening into a pair of alcoves with coffins for the members of the Durst family. About 15' beyond that, there is an opening to the left, leading to the narrow spiral stairs up to the attic. The hallway continues to the north beyond that.
I'll position you in the hallway so you can get a better look. (edit: done)
edit: The lower arrows point to openings into where the Durst coffins are situated. The upper arrow points to the opening to the staircase. The hallway continues north beyond that, and (of course) there are unexplored passages out of the dining room where you fought the Gricks, as well.
It seems there is no good place to take our rest. We should stay here backed up to where those big tentacled bugs came out of. Once we feel up to it, let us proceed south. If we keep making left turns, we should be able to explore every square foot of this dank cellar.
we already got a rest, safe and sound
Føpé will heal 1 HD 8
Let's explore one of the passages to the north that we missed.
Ok, the party makes its way north. You walk back past the alcoves with the coffins for the Durst family, and past the short passage with the stairwell to the attic. You pass another short passage on the right, in which you discover two more alcoves with biers supporting empty coffins. One bears the name "Walter Durst," the other is empty.
The narrow passage turns to the west, and opens into a 15' by 15' room. A wooden table and four chairs stand at the east end of this room. To the west are four alcoves containing moldy straw pallets. There is nothing else of interest in this room, except a passageway continuing west.
Following that passageway, you descend a few steps into a larger chamber, 20' by 20'. A 4-foot-diameter well shaft with a 3-foot-high stone lip descends 30 feet to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well.
Five side rooms once served as quarters for senior cultists. Each contains a wood-framed bed with a moldy straw mattress and a wooden chest to hold personal belongings. Each chest is secured with a rusty iron padlock
Føpé will search for traps, investigation 6 and if no one finds any, he will wish he had thieves tools since they'd be handy and the traveling people had taught him how to use them.