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Thread: Nightmare in Katapesh IC

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    Ogre in the Playground
     
    Daemon

    Join Date
    Nov 2010
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    Male

    Default Re: Nightmare in Katapesh IC

    With the two larger creatures down, Sadar chops into the horde. While his first swing is ineffective at best, his next two connect and prove rather successful. His falchion is able to slice through the bulbous bodies and writhing limbs with relative ease, and he sprays a smattering of violet goo all over the stalls, plaza, and nearby people. He then retreats to a safer area. Gurmok and Zen also retreat behind the stalls before healing the warrior. Zetath rushes after him and hovers nearby.

    Meanwhile, the man in the yellow turban starts to shriek as one of the horrifying creature from the horde bursts from out of his thigh, tendrils and bulbous body abruptly leaping from a gap in his flesh it had carved out. The nascent blobby mass scrambles over to rejoin the horde as the man in the yellow turban collapses to the street bleeding. After his own encounter with the horde, Gurmok can feel something starting to wriggle under his own skin on his abdomen. He sees a spot on Zen's side where a lot of unnatural movement is starting to happen, but a violet fleshy egg pops out of the wound and starts to shrivel on the nearby ground.

    As the highest nearby concertation of warm bodies is in the packed corridor where people are still pushing to flee from the plaza and into the overcrowded street, the horde moves there. Screams come from the crowd as the creatures begin to attack the market goers.

    Spoiler: Actions
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    First, some accounting for Gurmok/Zen. After our Discord discussion, I had rolled the reflex / damage OOC. He took 3, Zen took 3. However, in the first round, Gurmok took 8 damage from X2. This should have him at 4/15.

    Yellow hat damage: (1d6)[5]

    Gurmok Fort (DC18) (1d20+4)[12]
    Zen Fort (DC18) (1d20+8)[27]

    Action 1 Remove egg: a DC 13 medicine check can remove the implanted egg which will otherwise hatch next round (dealing 1d6 damage).

    Swarm:
    1: Move 20' to F-G13-14
    2: Bites (basic reflex save DC 18) for 1d6 damage vs B, P1, P2
    3: Bites (basic reflex save DC 18) for 1d6 damage vs B, P1, P2

    Reflex DC 18 (1d6)[4]
    B - (1d20+7)[14] 4
    P1 - (1d20+3)[18] 2
    P2 - (1d20+3)[10] 4

    Reflex DC 18 (1d6)[3]
    B - (1d20+7)[25] 1
    P1 - (1d20+3)[15] 3
    P2 - (1d20+3)[16] 3

    Spoiler: Conditions
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    Spoiler: Map
    Show

    Pink - the swarm
    B - the tea service boy
    Y - yellow turban (dying)
    Z - Zetath
    G - Galtho
    E - Erthin
    P - are people from the market
    Green (red, gray, blue) are merchant stalls, can stride through require a DC 12 Acrobatics check: crit success: pass through as normal; success: to pass through them as difficult terrain; failure: end stride; crit fail: as failure, but fall prone.
    P, B, E,G are all fleeing in terror.
    Last edited by SanguinePenguin; 2022-05-06 at 02:34 PM.