Seeing that the goo retreated at the smallest hint of flame, I suggest to my companions, "Maybe we should light a torch and investigate the door further?"
This post has potentially manipulated dice roll results.
"I'm not sure...it looked like it was reacting in surprise rather than pain," I say, simultaneously wondering how goo could be anthropomorphized. To help us decide what to do, I'll sneak over and look/listen to what's beyond the stairs at the end of the stinky hallway: 8
I look back at my companion and motion for help (they can roll to help me, right? since I rolled terribly). The terror of the goo must have caused a ringing in my ears, and I can't hear.
SIm and Mokiakia enter the southbound hallway after Renaer chimes in: "Worry not, I'll keep an eye on our rear and ensure that the goo doesn't show up again."
Sim tries to hear any commotion or signs of life from beyond the stairs but is still distracted by the thought of the goo following them. She calls for help.
-> Mokiakia and Adrasteia can each roll a perception check to assist Sim.
-> Mokiakia and Sim need to each roll an acrobatics check to try to avoid the dripping sewage.
(Did Adrasteia end up lighting up that torch or not?)
This post has potentially manipulated dice roll results.
Perception: 16
Seeing that my companions are leaving the room, I decide that staying behind to investigate the goo further is not in my best interest. I do NOT light a torch, but I tell my companions, "We should return to the room containing the goo once we finish exploring more."
Sim tries to dodge the falling sewage but it just so happens that when she is passing under the drippy spot, the flow of liquid increases in volume. This makes it harder for her to avoid the fetid water, and she gets splashed. Not happy about this, Sim is not able to fully focus on trying to hear what may be happening beyond the stairs.
Mokiakia ventures better once the flow of sewage reduces back down to just a few drips. In her satisfaction and in avoiding getting too close to Sim, the sorcerer forgets to help her snoop ahead.
Adrasteia walks past the drips without minding them, knowing her magical armor will clean itself. Not bothered by her companion's new fragrance, the cleric focuses on the sounds coming from above. She can hear cries and squirms coming from beyond the steps.
XP: You guys can each add 105 XP to your totals, for successfully finding this hideout and for the recent fights.
Once again, I "Leroy Jenkins" past the staircase since I am hella chaotic; I am also a little cocky since my acrobatics are on fleek. Plus, since I have darkvision, I feel I can handle this.
Mokiakia leads the group into the room beyond the stairs.
Threadbare curtains hang on the east wall of a long hall, in the middle of which a muscular half-orc in dingy robes stands with his foot on the chest of a male human with wavy red-blond hair. Fire burns around the orc’s clenched fist, and his victim cries and squirms helplessly beneath him.
Seated on a raised platform to the south is a nightmarish figure wearing black robes. It has large white eyes and rubbery purple skin, with four tentacles encircling its inhuman mouth. It cradles and gently caresses what looks like a disembodied brain with feet.
Upon seeing the adventurers, the tentacled-faced individual rises from the stone chair, sets its pet down, and glides across the room, intending to leave through the double door in the west wall. Both the pet and the half-orc stand their ground, intent on fighting.
(They were not expecting you however, so each of you gets a chance to do something before the fight starts in earnest.)
(Despite the picture showing three of these things, he only has one pet brain with him)
This post has potentially manipulated dice roll results.
Realizing I pranced into trouble, I belt out nothing better than “whoops Leroy!”. Then, I look for cover, wait a second to clear my thoughts, and think that these creatures have some sort of magic. Arcana: 5 Better find out what tricks they have up their sleeves.
Since the pet is a walking brain, I suspect the thing is smart and agile, which would resist my animal friendship spell. Clearly, it will fight us so I cast magic missile at it 7. If this thing is down we can all focus on the half orc, which will be a tough one.
Keeping my distance from the half-orc and brain puppy, I dash around the perimeter and try to cut off Davey Jones/Jafar before he can escape and draw my rapier. "Why such a rush to leave, friend?" Intimidation: 13
This post has potentially manipulated dice roll results.
I enter the room and lunge straight for the half-orc. I attempt to get between him/her and my squishy, unarmored companions (armor and seatbelts save lives, my friends). I too would like to run an Intimidation check: 4
This post has potentially manipulated dice roll results.
(@Mokiakia: Damage on those Magic Missiles should be 3x(1d4+1), for a total of 9 in your case)
In her surprise, Mokiakia cannot gather what kind of magic these creatures might possess, if any at all. Once the rest of the party catches up, they notice that they have a few seconds to act before the enemies do. Each of you try to intercept one of the enemies:
Mokiakia launches three Magic Missiles at the brain pet, with all three magical darts hitting it (Pet Brain - damage: 9).
Sim catches up to the "Davey Jafar" and tries to scare him with her speed. Once close, Sim notices that this aberration of a man carries a 3-inch-diameter stone orb carved to resemble an eyeball, similar to what one might see at the end of a Gazer's eyestalk.
-> Davey Jafar's WIS saving throw against being intimidated: 22 - He seems unimpressed with Sim's speed display.
Adrasteia places herself in front of the half-orc who is still stepping on top of his prisoner, trying to intimidate him with her muscular frame:
-> Half-orc's WIS saving throw again being intimidated: 6 - He prepares himself for a fight.
Renaer enters the room last, but notices that the pet brain is already being target by spells. He pokes the brain pet with his rapier:
-> Rapier vs. Pet Brain: Attack: 26 Damage: 11 piercing - The legged brain begins to bleed profusely. You sense that it is not very sturdy (Pet Brain - damage: 18).
After you get your free round, we roll for initiative:
This post has potentially manipulated dice roll results.
Renaer goes up first. Noticing his physical superiority over the walking brain, the nobleman will try to put a quick end to it with another stab of his blade:
-> Rapier vs. Pet Brain: Attack: 15 Damage: 7 piercing - The legged brain falls to the ground, already dissolving, and never being able to do anything to protect its master (Pet Brain - damage: 28 -> DEFEATED).
The half-orc then yells: "This is my hideout! Mine, the great Gru'm'shar. Not yours, whoever you are. You will pay for your invasion!"With that, he holds his hands with thumbs touching and fingers spread, and a thin sheet of flames shoots forth from his outstretched fingertips. The flames rush towards both Renaer and Adrasteia.
The nobleman takes the brunt of the attack, but the flames only lick Adrasteia a little bit. Renaer takes 7fire damage and Adrasteia takes half of that (6 fire damage)
Seeing that the goo retreated at the smallest hint of flame, I suggest to my companions, "Maybe we should light a torch and investigate the door further?"
"I'm not sure...it looked like it was reacting in surprise rather than pain," I say, simultaneously wondering how goo could be anthropomorphized. To help us decide what to do, I'll sneak over and look/listen to what's beyond the stairs at the end of the stinky hallway: 8
I turn to Adra, "Setting a flame may keep the goo away but it may alert others of our presence here".
I walk to AC65, for once careful that none of the dripping sewage rains on me yet, and await Sim's findings.
I look back at my companion and motion for help (they can roll to help me, right? since I rolled terribly). The terror of the goo must have caused a ringing in my ears, and I can't hear.
SIm and Mokiakia enter the southbound hallway after Renaer chimes in: "Worry not, I'll keep an eye on our rear and ensure that the goo doesn't show up again."
Sim tries to hear any commotion or signs of life from beyond the stairs but is still distracted by the thought of the goo following them. She calls for help.
-> Mokiakia and Adrasteia can each roll a perception check to assist Sim.
-> Mokiakia and Sim need to each roll an acrobatics check to try to avoid the dripping sewage.
(Did Adrasteia end up lighting up that torch or not?)
Perception: 16
Seeing that my companions are leaving the room, I decide that staying behind to investigate the goo further is not in my best interest. I do NOT light a torch, but I tell my companions, "We should return to the room containing the goo once we finish exploring more."
Acrobatics check: 10
Perception: 15
Acrobatics: 4
Sim tries to dodge the falling sewage but it just so happens that when she is passing under the drippy spot, the flow of liquid increases in volume. This makes it harder for her to avoid the fetid water, and she gets splashed. Not happy about this, Sim is not able to fully focus on trying to hear what may be happening beyond the stairs.
Mokiakia ventures better once the flow of sewage reduces back down to just a few drips. In her satisfaction and in avoiding getting too close to Sim, the sorcerer forgets to help her snoop ahead.
Adrasteia walks past the drips without minding them, knowing her magical armor will clean itself. Not bothered by her companion's new fragrance, the cleric focuses on the sounds coming from above. She can hear cries and squirms coming from beyond the steps.
XP: You guys can each add 105 XP to your totals, for successfully finding this hideout and for the recent fights.
I shrug off the sewage with a disdainful look, and follow my companions towards the staircase.
Once again, I "Leroy Jenkins" past the staircase since I am hella chaotic; I am also a little cocky since my acrobatics are on fleek. Plus, since I have darkvision, I feel I can handle this.
Mokiakia leads the group into the room beyond the stairs.
Threadbare curtains hang on the east wall of a long hall, in the middle of which a muscular half-orc in dingy robes stands with his foot on the chest of a male human with wavy red-blond hair. Fire burns around the orc’s clenched fist, and his victim cries and squirms helplessly beneath him.
Seated on a raised platform to the south is a nightmarish figure wearing black robes. It has large white eyes and rubbery purple skin, with four tentacles encircling its inhuman mouth. It cradles and gently caresses what looks like a disembodied brain with feet.
Upon seeing the adventurers, the tentacled-faced individual rises from the stone chair, sets its pet down, and glides across the room, intending to leave through the double door in the west wall. Both the pet and the half-orc stand their ground, intent on fighting.
(They were not expecting you however, so each of you gets a chance to do something before the fight starts in earnest.)
(Despite the picture showing three of these things, he only has one pet brain with him)
Realizing I pranced into trouble, I belt out nothing better than “whoops Leroy!”. Then, I look for cover, wait a second to clear my thoughts, and think that these creatures have some sort of magic. Arcana: 5 Better find out what tricks they have up their sleeves.
Since the pet is a walking brain, I suspect the thing is smart and agile, which would resist my animal friendship spell. Clearly, it will fight us so I cast magic missile at it 7. If this thing is down we can all focus on the half orc, which will be a tough one.
Keeping my distance from the half-orc and brain puppy, I dash around the perimeter and try to cut off Davey Jones/Jafar before he can escape and draw my rapier. "Why such a rush to leave, friend?" Intimidation: 13
I enter the room and lunge straight for the half-orc. I attempt to get between him/her and my squishy, unarmored companions (armor and seatbelts save lives, my friends). I too would like to run an Intimidation check: 4
(@Mokiakia: Damage on those Magic Missiles should be 3x(1d4+1), for a total of 9 in your case)
In her surprise, Mokiakia cannot gather what kind of magic these creatures might possess, if any at all. Once the rest of the party catches up, they notice that they have a few seconds to act before the enemies do. Each of you try to intercept one of the enemies:
Mokiakia launches three Magic Missiles at the brain pet, with all three magical darts hitting it (Pet Brain - damage: 9).
Sim catches up to the "Davey Jafar" and tries to scare him with her speed. Once close, Sim notices that this aberration of a man carries a 3-inch-diameter stone orb carved to resemble an eyeball, similar to what one might see at the end of a Gazer's eyestalk.
-> Davey Jafar's WIS saving throw against being intimidated: 22 - He seems unimpressed with Sim's speed display.
Adrasteia places herself in front of the half-orc who is still stepping on top of his prisoner, trying to intimidate him with her muscular frame:
-> Half-orc's WIS saving throw again being intimidated: 6 - He prepares himself for a fight.
Renaer enters the room last, but notices that the pet brain is already being target by spells. He pokes the brain pet with his rapier:
-> Rapier vs. Pet Brain: Attack: 26 Damage: 11 piercing - The legged brain begins to bleed profusely. You sense that it is not very sturdy (Pet Brain - damage: 18).
After you get your free round, we roll for initiative:
THRONE ROOM MAP:
(Renaer and some bad guys go first.)
Renaer goes up first. Noticing his physical superiority over the walking brain, the nobleman will try to put a quick end to it with another stab of his blade:
-> Rapier vs. Pet Brain: Attack: 15 Damage: 7 piercing - The legged brain falls to the ground, already dissolving, and never being able to do anything to protect its master (Pet Brain - damage: 28 -> DEFEATED).
The half-orc then yells: "This is my hideout! Mine, the great Gru'm'shar. Not yours, whoever you are. You will pay for your invasion!" With that, he holds his hands with thumbs touching and fingers spread, and a thin sheet of flames shoots forth from his outstretched fingertips. The flames rush towards both Renaer and Adrasteia.
-> Renaer's DEX saving throw vs. Burning Hands {DC 12}: 17;
-> Adrasteia's DEX saving throw vs. Burning Hands {DC 12}: 7;
The nobleman takes the brunt of the attack, but the flames only lick Adrasteia a little bit. Renaer takes 7 fire damage and Adrasteia takes half of that (6 fire damage)
(Adrasteia, Sim, and Mokiakia are all up next.)
I rush towards the half-orc and swing my mace. 7 Damage: 7
Since the brain pet is dead, I turn to Jafar and cast Fire Bolt Attack: 12 Damage: 4 I aim my fire to its tentacled mouth.