Chapter 02 - Into the Keep

Started by pringerbeam, June 03, 2020, 08:11:52 PM

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Asta

The mysterious armored man was right, the imp, in the face of overwhelming numbers was probably trying to flee. Reaching behind her to close the door, she tried to listen for the sound of something invisible moving around the room, and prepared to point it out if she saw it.

Interact: Shut the door
Seek (Perception:
Rolled 1d20+3 : 9 + 3, total 12
Ready free action to tell others its location if found.

pringerbeam

     The door shuts, its creak and thud punctuating the near total silence of everyone trying to locate the imp.

Spira Seeks and is unable to locate any enemies.

Riven to take turn.

Fortitude save at the end of turn for affliction


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Spira closes door, Seeks
Belsarus is healed, gains Wounded 1
Melody seeks, heals Belsarus
Human seeks, readies to attack
Vondur seeks, readies to attack
Belsarus becomes Dying 1
Belsarus Seeks, readies to attack
Riven readies to attack
Spira readies to attack
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]

Mysticsage

"These things can change form like me so be prepared for an attack from any direction," Riven said from behind bared fangs. His breathing was heavy as he could feel the venom running throw his veins causing his whole body to feel off and shake slightly. He let out a roar to attempt to steady himself and hopefully shake their prey out of hiding

Readying an attack for any enemy in range.

[roll]Fortitude Save
Rolled 1d20+8 : 2 + 8, total 10
[/roll]

pringerbeam

     Unfortunately the imp's venom still has a strong hold on you, you feel yourself getting closer to unconsciousness despite your best efforts to stay standing.

Riven takes 3 Poison damage and gains Clumsy 1 and Slowed 1

Belsarus to take turn


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Riven readies to attack
Spira closes door, Seeks
Belsarus is healed, gains Wounded 1
Melody seeks, heals Belsarus
Human seeks, readies to attack
Vondur seeks, readies to attack
Belsarus becomes Dying 1
Belsarus Seeks, readies to attack
Riven readies to attack
Spira readies to attack
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]


Oath

"Oy, thanks for the help, it isn't my day." Belsarus brushed himself off and continued to take in his surroundings, trying to find the foul creature.

seek action.
does getting up from being ko'd count as an action? if so that's one if not i'll ready an attack.

fortitude save:
Rolled 1d20+3 : 8 + 3, total 11

pringerbeam

     The poison continues to burn through your veins, making activity difficult.

Belsarus takes 3 points of Poison damage and gains Clumsy 1 and Slowed 1

Encounter over.

Everyone gains 80 xp

     The armor clad fighter lowers his sword.  "Damn...  I think it got out before the door closed.  Looks like it decided to leave your companion to die from its sting rather than try and finish him off.  Do you have any antivenom?"   He said as he pulled a bottle out of his pocket.
     The danger gone, you finally get a better look at the features of the room. Stone shelves carved into the walls line the room and candles burned down to the nub fill them. The center of the room is dominated by a giant circle inscribed with a pentagram, it all drawn with the dull red brown of long since spilled blood and circled with yet more melted candles. It is this profane circle that the fighter approaches to pour out the bottle onto its edge before scuffing the circle with his boot, breaking it.  "Seems the last stewards of this place left some messes behind."

While Encounter mode is over, Riven and Belsarus are still being damaged by poison.  Everyone is free to act to help them but can't expend more than 3 actions before the next round of Fortitude saves.

Throndir






Moving to her companions, Melody began to take out the healer's tools in her pack. Reaching the two of them, she began to apply a tight bandage around where they were affected, in hopes to reduce the flow of poison.

Action 1: Stride, closer to Mister Riven and Mister Bel.
Action 2: Treat Poison, on Mister Riven.
Medicine 1d20+7 : 16 + 7, total 23
Action 3: Treat Poison, on Mister Bel.
Medicine 1d20+7 : 8 + 7, total 15

pringerbeam

Treat Poison (Riven): 23
     Success, Riven gains +2 to their next save.

Treat Poison (Belsarus): 15
     Failure

Asta

"Let me see if I can help..." Spira said, moving over to the halflings. She took the medical kit from Melody and set to work attempting to treat Belsarus.

Move>Manipulate(Take an object)>Treat Poison
Rolled 1d20+3 : 18 + 3, total 21

pringerbeam

Treat Poison (Belsarus): 21
     Success Belsarus gains +2 to their next save.

Mysticsage

Riven can barely manage to stay conscious as Melody comes to attempt to help him. The venom coursing through his system forces him to sit right there on the floor before he falls down. "Damn, that bite was really potent. My whole arm is going numb," he said to himself as he eyed the blackening wound.

"I just gotta push through this," he said trying to summon his inner beast to fight off the toxin.

Fort save with melody's help
Rolled 1d20+10 : 4 + 10, total 14


Oath

Belsarus grunts, glad that the imp is gone.
fort save
Rolled 1d20+5 : 9 + 5, total 14

pringerbeam

#132
Riven takes 3 points of Poison damage and gains Clumsy 1 and Slowed 1.

Riven loses consciousness and becomes Dying 1

Belsarus takes 5 points of Poison damage and gains Clumsy 1 and Slowed 1

Throndir






"No, no, no, no!" Melody said as she frantically began to cast a healing spell on Mister Riven. With the other halfling beside her still suffering from the poison still even with the bandage attempt to restrict blood flow, she began applying a poultice over Mister Bel's wound.

Action 1-2: Cast a Spell, Heal, on Mister Riven
Rolled 1d8+8 : 3 + 8, total 11
Actrion 3: Treat Poison, on Mister Bel.
Rolled 1d20+7 : 7 + 7, total 14

pringerbeam

Riven is healed for 11 HP, regains consciousness, and becomes Wounded 1.

Treat Poison (Belsarus): 14
     Failure