JoeNotCharles
First Post
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The bug squatting on the wall begins to glow brightly, ensuring that its camouflage will be useless. It tries to shrink away from the light, and something in its tiny brain snaps as the light follow it.
The remaining ghoul stumbles forward and disembowels its comrade, then stands swaying, staring as if hypnotized at what it's done. Then it is hit from behind by Karma's mighty punch and staggers farther into the caustic field. It lets out an inhuman shriek as the acid burns its burns through its dead flesh, drops to the ground and starts thrashing.
A voice, a sibilant hiss, echoes from the far side of the cavern. The voice is echoing from the throat of one of the two remaining corpses, although its jaws remain rigid, head staring at the ceiling. To some the speech is gibberish (altough it is clearly a stream of curses); others recognize it as the language of the Far Land of Allaria:
[sblock=Allarian]
Imbeciles! Failures! Common beasts! The traitor is here and helpless and allow yourselves to be tossed about like playthings! The Master must dine on his soul as was promised! He must not escape! Up! Up and finish what you started!
[/sblock]
The other ghoul groans in response and tries to rise. Too weak to take its feet, it at least lurches to its knees, and scrabbles across the floor towards Artemis with disturbing speed, joints popping like a human spider.
The corpse that spoke rolls over and heaves itself up onto its hands and feet, repeating the spiderlike run. It passes close enough for Karma to aim a swift kick at it, which glances off its shoulder, and it snarls at him but continues towards its prey. It advances horribly on Artemis and throws itself at his legs, grabbing with its claws and trying to pull him down onto the floor with it. Unable to move his frozen limbs, Artemis seems like easy prey, but with a supreme effort he manages to sway in place, throw himself to one side away from the scrabbling claws, and amazingly come down on his feet and regain his balance. The new ghoul hisses in disappointment.
Perhaps attracted by the ghoul's voice, the two cave fisher spawn stop their panicked milling and make a beeline for the combat. One scuttles up onto a wall and charges unerringly at the figure that is pinned between the two ghouls. It perches on the wall close to his head and buries its razor sharp pincers into his shoulder near the neck. Blood wells up from the wound and soaks his arm. The other, unable to reach the ghouls' target, settles for charging at Karma and snapping at his legs.
The mother insect screams in anger as it hears its spawn being drawn into danger, and takes out its rage on the nearest target. It scuttles down the wall to get a better angle on Lilli, and spits a pellet of silk formed into a dart towards her. Freed of the webbing, she is able to dodge out of the way.
Farmer Bob kicks his legs and manages to heave himself up over the lip into the hole above. His voice floats down: "Hay, ther's a hole 'nother cave up here!". His worried face peers back down through the hole in time to see Lilli dodge the missile, and then backs prudently away.
[sblock=NPC Actions]
The Betrayal attack on Ghoul 1 actually kills it outright, but if it had survived it wouldn't have immobilized it - I'm ruling that ghouls are immune to their own poison.
Karma, both Ghoul 1 and Ghoul 2 are dead at this point, so you'll have to attack Ghoul 3, pushing him back to M5.
Ghoul 1 is moved to M5, takes 20 damage from attacks, and dies.
Ghoul 2 is moved to N5, takes 14 damage from attacks, and dies.
Ghoul 3 is moved to M5, takes 11 damage from attacks, is knocked prone and dazed until the end of Shale's next turn.
Cave Fisher Spiker is glowing from the Light spell and cannot hide, takes 10 damage from attacks, and has -2 to attack until the end of Lilli's next turn.
Farmer Bob:
Move: climb up into the cave above, off the map: Athletics (1d20+2=15)
Ghoul 3:
Takes 10 damage for starting next to the Caustic Rampart, bloodying it: acid damage (1d6+6=10)
Move: crawl to L7 (looping around through K6 so that he doesn't draw an OA from Artemis)
Ghoul Flesh Seeker:
Starts prone at R7. I can't do the obvious move of stand and charge since the attack I want to use isn't a basic attack, so he'll crawl instead. Ignore the corpse that's still drawn at N7, but the squares are still full of rubble and discarded equipment, so still difficult terrain.
Move: Crawl to N7, drawing an OA from Karma: OA at Flesh Seeker (1d20+1=17, 1d4=2)
Standard: Attack Artemis with Prepare for Sacrifice, which requires that the flesh seeker be hidden from the target at the start of its turn. -2 for attacking from prone cancels out the +2 for flanking (I can't find a rule that says you don't flank when prone): Prepare for Sacrifice (1d20+8=11, 2d6+4=8) Miss. Curses. That would have been awesome if it hit. (Actually, I just realized the other ghoul can't flank while dazed, so he only rolled a 9 anyway.)
Cave Fisher Spawn 3:
Standard: charge to N8 and attack Artemis with Pincers, hitting for 9 because he's immobilized: Pincers at Artemis (+1 for charging) (1d20+5+1=22)
Move: to P9, climbing onto the wall with Spider Climb
Cave Fisher Spawn 4:
Move: to R4
Standard: charge to P5 and attack Karma with Pincers, hitting for 6: Pincers at Karma (+1 for charging) (1d20+5+1=25)
Cave Fisher Spiker:
Filament Wrap does not recharge: Recharge Filament Wrap (1d6=4)
Move: to C3
Standard: attack Lilli with Filament Spike: Filament Spike at Lilli (1d20+7=11, 1d10+4=14). Miss. (Forgot the -2 but it misses anyway.)
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC
Ghouls: AC 18, Fort 15, Reflex 17, Will 14
Ghoul Flesh Seeker: AC 17, Fort ??, Reflex ??, Will ??
Cave Fisher Spawn: AC ??, Fort ??, Reflex ??, Will ??
Cave Fisher Spiker: AC ??, Fort ??, Reflex ??, Will 12
[/sblock]
[sblock=Status]
Artemis: 14/29 hp, 7/7 surges, bloodied, immobilized (save ends), +1 AC until end of Gil's next turn
Lilli: 15/22 hp, 6/7 surges
Gil: 25/26 hp, 7/7 surges
Shale: 31/33 hp, 6/7 surges
Karma: 24/30 hp, 4/5 surges
Farmer Bob: 2/2 hp, 0/1 surges
Ghoul 3: 21 damage taken, dazed, prone, bloodied
Ghoul Flesh Seeker: 2 damage taken, prone
Cave Fisher Spawn 3: 0 damage taken
Cave Fisher Spawn 4: 0 damage taken
Cave Fisher Spiker: 10 damage taken, glowing, -2 to attack until end of Lilli's next turn
[/sblock]
External Map Link
[sblock=Map]
The green is the Caustic Rampart, the yellow is the rope. There is no body at R7, just difficult terrain.
[/sblock]