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Thread: Out of the Abyss, IC II

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    Firbolg in the Playground
     
    BlueKnightGuy

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    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Moving into the cloud of acrid fumes, ALADIN finds they cause some sensor misfires within his automated systems. However, he recalculates based on prior data and takes a swing at the advancing bee. Unfortunately for him, the bee is also quite keen, and swerves around his sonic punches. He feels a phantom sensation of something gnawing on his leg, then hears a creak and a tear followed by a squeal as one of the larvae nibbling on his puppet falls through the wet floor. The apidae warrior chomps onto ALADIN's midsection, squeezing him through his armor. Some cracks form, letting a bit of acid in.

    Borthan's hand swipes down in the smoke as he coughs out a taunt, but he finds the floor no longer there - just in time to avoid stepping into the hole. Adjusting his plan, he takes some slashes at the encroaching bee through coughing lungs and teary eyes, managing to land a slice across its tough shell. The acrid smoke is beginning to clear up enough to breathe again, but the sting lingers. The slimy honey coating the bee's back begins to trickle tendrils over its wound, slowly mending the furrows carved into the shell.

    Advancing out of the cloud, Galdar begins uttering a battle chant. The three advance party warriors feel divine power subtly empowering their limbs, and guiding their blades. The mass of green ooze further in slithers towards him, and slaps him with a pseudopod. The impact does nothing to the dwarf, but he quickly feels an itch - and then a burn, from the places the residue left behind seeps into the cracks and joints of his armor.

    From below, another wax soldier trudges up beside the bee warrior. It is not armed with any fancy weapons, and ALADIN deflects its crude bludgeoning arm with the bracers of his magical armor. Then he feels another sharp, piercing pain in his leg - a large pair of jaws, belonging to a truly massive bee, are jabbing out of the hole in the hall and chomping at his puppet. More of the living honey is clinging to the queen's mandibles, slopping out sludge onto the mannequin's exterior.

    The two drones on the top floor zip to action. One grabs onto and gnaws on the wooden puppet, aiding its queen. Blighted, honey-coated saliva accumulates upon the poppet, and ALADIN and Galdar find themselves on the receiving end of a hose of yet more green goo as the other drone performs a series of arcane gestures with its arms. A piece of rotten meat held up melts away and explodes into a stream of acid that coats them. Borthan is fast enough to dodge out of the way by the time it reaches him.

    Floor 3 (Bee Parliament)

    As he fails to hold down the waxen construct oozing its way out from under Mr. Grump, Ront is unexpectedly struck from behind by a bolt - a lucky shot by the crossbow-bearing construct as it stomps slowly towards him. The wound itches around the impact point.

    In spite of his valiant fighting, the situation begins to look a bit more dire when another half-squad of waxen constructs begins to march up from downstairs, accompanied by a pair of Faerza warriors. One of the bees clutches a frost-coated dagger between its forelimbs.

    Spoiler: OOC
    Show
    Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid 2 acid damage during entry.
    Rolled for those who did not so far:
    Ront failed and took 2 acid (twi sanct absorbed it)
    AL failed and took 2 acid (twi sanct absorbed it)
    Elara succeeded
    Galdar succeeded
    Drop Team 2 all succeeded


    Spoiler: Combat Log
    Show
    ALADIN's Twilight barrier absorbs floor damage from himself and the poppet. He moves through the noxious smoke, passing his save. Hunter's Mark is cast upon Apidae Faerza A. AL's two attacks swing and miss.
    ALADIN gains 10 thp from Twilight.
    Battle Poppet sprays water into the hallway.
    Borthan's shoes take 1 damage. The magic axe has fallen to the next floor, but he takes a series of swings. I rerolled his attacks for Poison disadvantage, and his first hits for 6 damage after resistance. The other two become misses.
    Borthan gains 10 thp from Twilight. He fails his save for ending turn in the smog, and takes another round of Poisoned.
    Galdar's shoes take 1 damage as he moves forward and casts a Bless on himself, Borthan and ALADIN.

    Faerza Larvae A and B bite at Battle Poppet. One hits for 8 damage, of which ALADIN takes half.
    Faerza Larva A falls through the floor and takes 5 falling damage.
    Wax F takes a swing at ALADIN, but misses.
    Wax G critically shoots Ront for 8 damage with a lucky shot. He also receives 1 Blight from the bolt.
    Wax I gets itself free, but used up its action.
    Faerza Queen critically bites Battle Poppet through the floor hole for 14 damage, half of which transfers to ALADIN. The Poppet also takes 4 Blight, which will deal half of its damage to AL at the start of his turns as it ticks down.
    Faerza Honey E heals Apidae Faerza A for 4 hit points.
    Faerza Honey F slaps Battle Poppet, inflicting 2 Blight, bringing its total to 6 Blight.
    Big Faerza Honey slams Galdar, hitting and afflicting him with 4 Blight, which will deal its damage at the start of each of his turns then decrease by 1.
    Faerza Queen uses her Legendary Action to do something.
    Faerza Drone A casts Acid Stream on Galdar, ALADIN and Borthan. Borthan succeeds his save to evade. Galdar and ALADIN are coated in acid for 3d4 acid damage at the start of their turns. It can be dispelled by removing the drone's concentration (and/or life).
    Faerza Drone B bites Battle Poppet for 4 damage, half is transferred to ALADIN. The Poppet also takes another 1 Blight, for 7 total.
    Faerza Queen's Lair Actions do somethings.
    Apidae Faerza A bites ALADIN for 8 damage, and 2 acid damage.

    At the end of the round, the acrid fumes clear enough to no longer be a hazard.

    Faedryl, Ront and ALADIN are up. If they opt for split initiative, Borthan and Galdar are also up.
    ALADIN takes 4 acid damage from Acid Stream, and 3 halved Blight damage from the poppet's accumulation. Poppet's Blight level decreases to 6.
    Ront's shoes take 1 damage. Ront takes 1 Blight damage, then his Blight ends.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    If anyone opts to drop into the Queen's chambers, I will reveal the rest of the room on the map.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Borthan - 19
    Galdar - 18
    Faedryl - 17

    Apidae Faerza Larvae - 17

    Borthan/Derendil - 15.5
    Nilvae - 15
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13

    Derendil - 12
    Nilvae/Spide - 11

    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8

    Spide - 7

    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-11-19 at 07:02 PM.