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Gorefest Dungeon May 1st Session Recap

Joining us this session is • Luke C . as Kritty the Swashbuckling Kitty at 290cp • Mark W. as Kegorach the Wood Elf Wizard at 261cp • Stripe playing Rashi Talonfurr , a Fire Cleric at 257cp • Naryar playing Brother Sarman the Martial Artist at 273cp • Archie aiding as a GM playing a zombie encounter. Purchasing a few crucial items and preparing themselves for the final corridor is what preoccupied the group as a whole for the first portion of the session. Kegorach taking the Heart of Ice and asking the golem to place it into his bow was met with a bit of ease, and only a few minutes of poking and gluing it into place, but it also elicited a warning from the stoic stone man that the Heart of Ice was something special and to take care with it in case it bites back. But now armed with a new frosty new power-item backing him up, Kegorach proceeded to delay cast upon all the group, overexerting himself and injuring himself. It didn’t take long to get back up to snuff and the team to enter the hallway with the cowardly swashbuckler suggesting that the Martial Artist heroically goes first in case of waiting monsters. Instead what awaited them was lit braziers, a door across from them, and a stone statue covered with lichen smiling at them from the right hand passage. After a few attempts to fondle the frog demon statue by Kegorach, they finally determined that there was no danger to them from such a thing. Unfortunately the same couldn’t be sad of Kritty. With both the swashbuckler and the cleric going forwards to search for traps upon the door that neither of them could find, Kritty opened the door and set off a trap that nearly knocked the cleric off his feet. It took a few attempts at first aid, esoteric medicine, and a couple of minor healing potions before he even got close to full health again and could be disappointed by the revelation that beyond the door was nothing but a brick wall with a tiny hole in it where the bolt emerged from. Shaking off the failed trap, they moved towards the north and up 4 stories of what looked to be rickety old wooden staircases. A lit brazier in the distance their only target in the dark with the final unlit landing to put them face to face to a closed wooden door. Once again they attempted their best to detect a trap, but with no success. They were much more successful, however, at a bit of scouting, listening at the door and hearing the muffled “shuffle-slosh-shuffle” of something behind the door. The failure to detect the trap came back to bite them when upon opening the door a crack, it tripped up the bucket above it alerting the zombies and spilling forth a white liquid to puddle right inside the doorway. The bloated carcasses took a second or two to register what they were seeing before combat was joined. Taking advantage of this, the learned wood elf wizard managed to identify what they were up against. A bloated carcass, a zombie that would explode upon death, vulnerable to physical attacks, almost fragile and beautiful in nature. Much like a fat man doing a swan dive from the highest diving board. It didn’t last long after Keggy’s warning that one attempted to charge the two. A flying tackle, graceful almost as he belly flopped between the martial artist and swashbuckler. They almost needed some new pants as fast as they retreated back down the staircase to a safe distance, the two throwing out throwing daggers and lead sling stones as fast as they could to try to defeat these berserk monsters. The first one finally killed by an arrow from Kegorach that triggered a Death Touch. And this triggered a chain reaction. Perhaps retreating down the stairs was the safest move as the two zombies in the bottle neck blew apart showering the hallway with a light coating of gore. Finding the strategy worked, the team set up on the defense, waiting for each zombie to shamble out towards them and put them down, well safe and away from the explosion. At least until the final one refused to move out into the doorway, with an IQ of 10 they probably aren’t all completely mindless. Sarman went after it and made the mistake of walking into the puddle, though it wouldn’t be obvious until later. Instead he was now more concerned with the consequences of a zombie leaping towards him. Managing to retreat out of the way of the berserk undead, he fell back and threw his boomerang, dealing enough damage to kill it. Barely out of the way of the blast, the group started to cheer as the final zombie fell and soul orbs started to appear indicating the finish of the battle. It was cut short by an agonized yell from Sarman. Apparently it was no longer whitewash, instead it was a potent poison known as Oozing Doom. Despite the blessing triggering, the martial artist’s feet were temporarily crippled by the poison that had crept into his boots through the seams and cracks. Though he quickly regained use of them after absorbing a soul orb. Entering the dimly lit room, they began to explore the nearly bare contents. Only a single table full of sticky embalming tools and ingredients and a large well set towards the southern wall that just begged to be investigated. Sarman, perhaps exercising a good amount of caution, threw one of his infinite supplies of sling stones down the hole only to be greeted by a soft slosh sound as though whatever was down there had a thicker consistency than just plain water. It was bound to make anyone curious, and when Sarman looked down into the well he was overwhelmed by the sheer stench coming from down below, reeling back nauseated. CP Awards: •1 CP for everyone joining us today. •1CP for fighting a small horde •Total of 2CP granted. •Sarman loses his temporary fangs. No Loot found.
Alright folks, as Luke mentioned in another thread, he cannot come next weekend due to a "Family thing." and Stripe might be having some problems coming by. So next week's session (May 8th) is canceled. You can still drop by if you want and say howdy, but we won't be playing.
Luke, I have been reviewing your request and I have come to this conclusion. It is unlikely to be able to be done by one simple fact. That you need a Ready Maneuver to swap weapons between hands per MA120 and the text of the Quick-Swap perk. A warrior can carefully ready multiple small weapons – or a single large weapon – by taking one Ready maneuver per weapon. Alternatively, he may Fast-Draw his weapons, as described under Multiple Fast-Draw (p. 103). Any failed Fast-Draw roll ends his turn. If he has a ready weapon in each hand and knows the Quick-Swap perk (p. 51) for the one in his “off” hand, he can even throw the weapon in his master hand, snatch the other weapon with Quick-Swap, and throw it with his master hand as part of the same Rapid Strike. Quick-Swap† You’ve perfected the art of juggling a one-handed weapon between hands. Once per turn, on your turn, you can switch hands as a free action. The receiving hand must be empty. You must specialize by weapon skill: Quick-Swap (Knife), Quick-Swap (Rapier), etc. If you do buy the Quick-Swap combat perk, then I would be happy to rule that you are able to throw one dagger from your main hand at full skill for one attack and then another one at full skill for your Extra Attack. Otherwise you would need to do a Rapid Strike by holding both daggers in your main hand and it will be at -6 to skill for them not being "fencing weapons" and not having the appropriate advantage to reduce the penalty. However you could still spend 1FP/Attack using Flurry of Blows to halve the Rapid Strike penalty to -3. If you throw a dagger from both hands, that becomes a Dual Weapon Attack at -4 to skill for DWA default and -4 for offhand penalties where appropriate.
nice recap and i get ya ill take a look at quick swap but throwing 1 dagger at a time i am ok with that sence its not realy krittys thing lol :P