#### Binder Fred

##### 3 rings to bind them all!
"So no scouting the east then?" NTensity calls after him while still trying to keep his 'voice' low.

#### GreenKarl

##### First Post
 GM: Totally my fault but I am not sure everyone knows the layout here. I can edit if this is NOT what Davos wants to do. Here is a crude map to maybe help explain it. The heroes are in the ventilation duct, looking through a ventilation mesh-screen down into the lobby below. The western ventilation duck turns north ("up" on the map) just where past the edge of the map... [sblock=Map] [/sblock]

Davos starts moving down the western ventilation duck around fifty feet where to turns north. The adept can see low-glowing light spilling up for four vent mesh screens on the eastern side of the wall. The venting tunnel continues on northward into complete darkness. The elf can detect a very strange smell coming from this tunnel. Its faint but getting stronger the farther down the tunnel is moved. The stinks of rotting flesh... like raw meat left out in the sun to spoil...

#### GreenKarl

##### First Post
 GM: Also... secret Perception roll: 1D20 = [12] = 12, then secret Stealth (vs. Juno's Passive Perception of 14) Stealth check: 1D20+6 = [8]+6 = 14

Juno suddenly hears something like a dog sniffing the air below her position... and a howl of rage!

 GM: @tglassy if you are mostly out of it I can NPC/auto-pilot you. Otherwise it time for Initiative and actions. There is something down below the vent where Juno is at presently and about ready to try and get into the vent! I use Group Initiative idea for PBP. What that means if whichever side has the highest initiative wins. This does throw things towards the heroes favor but I'm cool with that. Right now... Unknown thing Initiative: 1D20+2 = [18]+2 = 20 Sovereign Initiative: 1D20 = [3] = 3 Initiative: 1D20 = [7] = 7 So need initiative from Davos, Juno and NTensity

[roll0]

#### Binder Fred

##### 3 rings to bind them all!
"So no scouting the east then?"
... "Guess not."

Friendly fellow, the elf... Can't get a word in edgewise though, right?

With a shrug NTensity gets back to his body.. and opens his eyes just in time to squash a devil rat before it can take a nibble off his arm. "Bloody vermin..."

The big troll lays down and pushes his backpack into the vent ahead of him before entering himself. Push. Crawl on hands and legs... Push. Crawl..

"A troll, a dwarf, an elf and a human walk into an Aztechnology biotech facility..."

===

"Ah crap: bargheest. *Hate* those things..." mumbles the troll through his @\$?\$* gas mask when he hears the howl.

Quickly looking around - Juno's (nice) butt one way, Davos' shifting legs disappearing round the corner on the other - NTEnsity determines that the elf probably had the right idea after all! Go around, exit these damn vents and then crash the little doggy's party from behind -- or to the side, or whatever!

Bloody elf must be a tactical *genius* or something!

"Going round," he announces so the others know what he's doing.

Ini: 1D20 = [18] = 18
Action: Double time vent crawling after Davos, please, aiming to exit at the first grating he finds -- after a quick look-see, of course.

#### Shayuri

##### First Post
Juno gritted her teeth and with a moment of concentration tripped the complicated graft at the small of her back into its 'active' mode. Immediately she felt as if iced water was splashing over her; a shock that quickly dulled to something that felt like pins and needles. Her nervous system's every twitch and fire picked up by parallel fiber-optics and repeated...conveying her senses and movements to and from her brain at vastly accelerated speeds.

Someone had once asked her why she didn't leave it on all the time. Her answer had been, "Because I don't want to spend every second of my life feeling like I'm falling off a cliff."

But sometimes it was exactly what a girl needed to stay SOTA.

Init: [roll0]

(OOC - This has been driving me crazy on your map descriptions. I can't quite tell if I'm misreading you, or if you're misreading the map.

<--- This direction is west. Conversely, THIS direction --> is east. Right? Because I'm reading your description as if they're reversed, and it's really confusing me. )

#### GreenKarl

##### First Post
 GM: Sorry... I did get that backwards and it messed up. So the vent was to the east of your entry point and the troll killed a watcher spirit down the western hallway. Sorry. Anyway, badguys are first...

As Juno's senses speed up she heard a wild howl from down below where she was hiding when a large clawed hand reach up and wrenched the vent-messing way!!! A misshaped head with its eyes and nose in the wrong places appear before her! And are those mandibles on the side of its head? It lets lose another howl that is repeated farther down the hallway! The creature reeks of rotten meat and filth, causing the cyber-op to almost gag!

 GM: The mutant goes first. It uses its move climb speed to crawl up the wall and then its action to remove the mess-venting. Heroes turn. Crawling in the venting is considered difficult terrain. For the troll, he needs an athletics or acrobatics check DC 15 or it costs him an extra space to move through the vents (i.e. it costs him 15ft of movement to move 5ft). Juno is 15ft away from the team while Davos is 30ft away from them and 45ft from Juno. Only Juno can see the mutant thing (and you both have Light Cover/+2 AC, verses each other). Juno needs to make a Constitution saving throw vs. DC 10 or gain the Poisoned condition. Mutants -20 NTensity -18 Juno -16 Davos - 8 Diggs - 3 Sovereign -3 [sblock=Virus-Strain I-Variant Mutants] Medium sized mutant humanoids, insane Armor Class: 13 (natural; hardness 1/+1) Hit Points: 22 (5d8); Threshold: 18 (recover +3) Speed: 30ft, climb 10ft STR 13, DEX 15, CON 10, INT 7, WIS 10, CHA 6 Condition Immunity: Charmed, Frightened, Poisoned. Senses: Darkvision 60ft, pass Perception 10 Saves: Strength +4, Dexterity +5 Skills: Stealth +5 Foul Stench: these mutant reek of soiled meat and blood. Anyone within 5ft of one must make a Constitution save DC10 or gain the Poison condition. At the start of its next turn and each turn afterwards, the target can make a new constitution save. Succeed ends the condition. You only need to succeed once verses and individual mutant to be immune to its stench for 24 hours. ACTIONS Bite: melee weapon attack: +3 to hit, reach 5ft, one target; Hit: 2d6+2 piercing damage, +1d6 toxic (poison) damage. Claw: melee weapon attack: +4 to hit, reach 5ft, one target; Hit: 1d6+2 piercing damage, +1d6 toxic (poison) damage.[/sblock]

#### tglassy

 OOC: I'm here! I'm sorry, but I've not been available much for my games this week, and when I tried to read what was gong on, I got really confused. So we're in the vents, and a thing is attacking, right?

"Don't just stand there, Fluffy! Get 'em!" Diggs roared as he pulled out his gun and fired at the thing.

Fluffy also opens fire, though as said before, only one of the four mounted weapons actually works right now.

 OOC: Action is to attack, bonus action is to command Fluffy to attack. That right? My attack: [roll0] [roll1] Fluffy's attack: [roll2] [roll3]

#### tglassy

 OOC: I don't trust this roller, and that means I rolled really low on all 4, so I'm going to test it. [roll0] [roll1] [roll2] [roll3] [roll4] [roll5] Ok, fair enough. Just bad luck, I guess.

#### jonathonhawke

##### Explorer
Hearing the noise, Davos glides back down the vent to join Juno.
 OOC: Using extra action to Dash, moving 40 feet total. Ready action to attack the creature if it enters the vent.

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