Daisy's Little Night Business

Eris
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subaltari
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Re: Daisy's Little Night Business

#81 Post by subaltari »

Vurna Round 2 (Init=5)

For a moment, the witch is strangely quiet while she mutters an apology in Primordial for her impropriety to the Willowman. Then giving out a loud shriek, she grabs at the bat on her face and YEETS it in the direction of the grey ooze in front of her... hopefully to the detriment of one or the other.
Grab and Throw (while blinded) Attack A [1d20]=10, B [1d20]=17 (vs AC 8?)
Vurna's attack bonus is 0 whether melee or ranged. I rolled twice in case she's at Disadvantage; either way the result is 10!

If she fails to rid herself of the Bat, Vurna yells "Trawerts, help me get rid of this thing!"

Eris wrote: Mon Jun 09, 2025 9:11 pmVurna has lost Willowman until a Rest and has a bat trying to suffocate her, oh and it also bites!
Not cool. If she managed to get killed by a bat, it would give the game a kind of gauntlet vibe 😅
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Re: Daisy's Little Night Business

#82 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Room 7, Tunnels Below Slateholm
Present: Trawets, Daisy(29.8), Vurna, Da

Combat Round 2
The second Ooze, sliding down the back wall [1d20+3]=1+3=4, loses it's grip...somehow...and falls to the stone floor. It won't be able to attack this turn.

Trawets sighs as he realizes he can't cast his spell any more. "Here take this!" Trawets holds out his quarterstaff to Da or Daisy, "At this point I am useless."

"You're never useless!" Daisy drops her now ruined short sword and grabs Trawet's staff out of the air, bringing it down on the first Ooze with a crack! The Ooze seems to shudder and ripple as it absorbs [1d4]=2 damage.

Daisy is holding the staff with two hands with the lantern dangling in one of them and it swings violently as she strikes the Ooze. The flame flickers and almost goes out!

"Can't lose the light!" She steps back away from the Ooze and hands Trawet's the lantern, "You can carry the light! Don't let it go out!!!"

Da attacks the ooze again with his Great Axe [1d20+4]=6+4=10 to hit [1d10+1]=2+1=3 damage, splitting it in to two parts, but the Ooze is dead already from Daisy's blow. Da pulls himself free of the now lifeless monster. Glancing at his axe, it still looks fine to him...no melting...so far.

Da sees a second Ooze wiggling on the stone floor as it comes around the stone dais and starts to gather itself to come after the party!

Vurna is strangely quiet, for a moment, while she mutters an apology in Primordial for her impropriety to the Willowman. Then giving out a loud shriek, she grabs at the bat on her face and YEETS it in the direction of the grey ooze in front of her... hopefully to the detriment of one or the other.
Grab and Throw (while blinded) Attack A [1d20]=10, B [1d20]=17 (vs AC 8?)
Vurna's attack bonus is 0 whether melee or ranged. I rolled twice in case she's at Disadvantage; either way the result is 10!
Under the cirsumstanses I'm not going to rule the grab and throw are disadvantaged, but will take the first of the two rolls you made....which succeeds. :)
The bat rips from Vurna's face leaving angry red claw marks, but doing her no real damage, and is flung toward the Ooze landing with a crack [1d4]=4 against the stone dais and then disappearing in a poof of smoke!

Blinking her eyes, Vurna can now see a second Ooze beginning to shimmy forward across the floor toward where Da and Daisy are standing. She sees that Trawets is holding the lantern and notes two further things, first Daisy is now holding a staff and second whatever the shape that was atop the dais is now gone.

There is a SLURPING sound as the second Ooze begins to flow over the, now dead, first Ooze seeming to draw additional strength ([1d6]=4) from it!

It is Near all of you now and will be attacking one, or more, of you next round.

End of Combat Round 2

Your movement and actions, please!

Party:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8/8; S+0 D+3 C+1 I+2 W+0 C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Da Dwarven Fighter (title); AC13, HP8/12; S+3 D+2 C+2 I-1 W-1 C-2; GreatAxe +4 1d10+1, Javelin +3 1d4;
Trawets Human Wizard(title); AC7, HP3/3; S+0 D-1 C-1 I+2 W-2 C+2; Staff -1, 1d4; Detect Magic, Mage Armor, Magic Missile;
Vurna Human Witch (title); AC11, HP4/4; S+0 D+0 C+0 I+0 W+2 C+4; Dagger 0/0, 1d4; Staff 0, 1d4; Eyebite, Oak Ash Thorn, Willowman; LUCK
Monster:
Weak Grey Ooze1 AC11, HP0/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Weak Grey Ooze2 AC11, HP15/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Bat AC 8, HP 0/4, S -1, D +2, C +0, I -3, W +1, Ch; Bite +2 (1d3), near (fly);
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#83 Post by Rex »

Da

Da stands his ground and attacks the new ooze.

Great Axe [1d20+4]=10+4=14 to hit [1d10+1]=7+1=8 damage
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Re: Daisy's Little Night Business

#84 Post by trawets »

Trawets hold's the lamp steady and makes sure it stays lit.
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Re: Daisy's Little Night Business

#85 Post by subaltari »

Vurna Round 3 (Init=5)

"Sorry about that, bat."

The witch blinks, grateful to have sight back but confused as she takes in the changes. "Where'd that other one come from? And what happened to the... tomb?"

Without waiting for an answer she speaks more sharply, "Hryziem!" casting her favorite spell at the new, larger Ooze.
Cast spell with ADV: Eyebite [1d20+5]=6+5=11, [1d20+5]=17+5= 22 , DC 11
Eyebite damage [1d4]= 1
Target cannot see Vurna for 1 round (your call if it senses her some other way).
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Re: Daisy's Little Night Business

#86 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Room 7, Tunnels Below Slateholm
Present: Trawets, Daisy(29.7), Vurna, Da

Combat Round 3

Daisy says, "We'll fight this one, but if things start going badly we run!" then steps to the side of the approaching Ooze and swings at its form ([1d20]=19=19) smashing it with the wooden staff ([1d4]=3)! Then she skips back from the Ooze moving around it.

Da stands his ground waits for the Ooze to come for him. When it does he attacks the new ooze with his Great Axe ([1d20+4]=10+4=14) to hit ([1d10+1]=7+1=8 damage) slicing deep into it as it reaches out tentacles for him! Pulling his axe out of the slime (5+=melting [1d6]=6) Da watches in horror as the blade of his axe begins to hiss and sizzle as metal drips away from it!

Two tentacles of goo flash out at Da, ([1d20+2]=5+2=7 [1d20+2]=7+2=9) both miss their target, with one falling to one side of him and the second to the other side of him. The gash he rent down the middle of the Ooze reforms as it gathers itself to attack again!

Trawets holds the lamp steady and makes sure it stays lit. [1d20-2]=3-2=1 He can't help the fear that is welling up in his stomach and making his heart beat so hard it feels like it will burst from his chest, though. It is hard to stand here, to just stand here! He hates feeling useless.

"Sorry about that, bat." mutters Vurna.

The witch blinks, grateful to have sight back but confused as she takes in the changes. "Where'd that other one come from? And what happened to the... tomb?"

Without waiting for an answer she speaks more sharply, "Hryziem!" casting her favorite spell at the new, larger Ooze.
Cast spell with ADV: Eyebite [1d20+5]=6+5=11, [1d20+5]=17+5= 22 , DC 11
Eyebite damage [1d4]= 1
Target cannot see Vurna for 1 round (your call if it senses her some other way).
GM: It senses using heat and I'm going to say that Eyebite interferes with any sort of radiation frequency not just those in the visible range...so the Ooze won't be able to see Vurna its next round.
The Ooze seems to flinch as a small bead leaves Vurna's forehead and buries itself into the slime.

Now the Ooze hesitates for a second, then lunges CLOSE to Da to continue its attack!

Da is holding his GreatAxe with a rapidly melting blade over his head. It might be good for another blow as an axe, but surely as a club! Daisy is shifting to get around behind the Ooze, hoping her background as a thief will help her stab it from ?behind?...does an Ooze have a behind? Trawets is holding the torch high in the doorway, but is itching to DO SOMTHING other than just stand there...even if it's to run. Vurna, invisible to the Ooze right now...she hopes, is standing to one side between Trawets at the door and Da ahead of her.

OOC: I rolled to see how everyone was doing on the Panic Scale of things (WIS Check <= 5) Trawets, as you see came in at 1, and was the only one that failed that roll. So, I'm ruling that he is fighting Panic and if he fails another WIS Check <=5 next round will start backing up to get away from the Ooze, running isn't out of the equation, but only a Crit Failure would cause that.


End of Combat Round 3

Your movement and actions, please!

Party:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8/8; S+0 D+3 C+1 I+2 W+0 C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Da Dwarven Fighter (title); AC13, HP8/12; S+3 D+2 C+2 I-1 W-1 C-2; GreatAxe +4 1d10+1, Javelin +3 1d4;
Trawets Human Wizard(title); AC7, HP3/3; S+0 D-1 C-1 I+2 W-2 C+2; Staff -1, 1d4; Detect Magic, Mage Armor, Magic Missile;
Vurna Human Witch (title); AC11, HP4/4; S+0 D+0 C+0 I+0 W+2 C+4; Dagger 0/0, 1d4; Staff 0, 1d4; Eyebite, Oak Ash Thorn, Willowman; LUCK
Monster:
Weak Grey Ooze1 AC11, HP0/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Weak Grey Ooze2 AC11, HP3/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Bat AC 8, HP 0/4, S -1, D +2, C +0, I -3, W +1, Ch; Bite +2 (1d3), near (fly);
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#87 Post by Rex »

Da

Da attacks with his melting axe.

Great Axe [1d20+4]=4+4=8 to hit [1d10+1]=1+1=2 damage
Not sure it matters but feel free to adjust his rolls as you see fit for the melting axe.
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Re: Daisy's Little Night Business

#88 Post by subaltari »

Vurna Round 4 (Init=5)

Cast spell with ADV: Eyebite [1d20+5]=17+5=22, [1d20+5]=18+5= 23 (DC 11); damage [1d4]= 1
Standing well clear of the ooze Vurna casts her spell again, precisely targeting its heat-seeking synapses.

"Take heart, Trawerts, and keep your light shining!" she calls out encouragingly.
Her 18 CHA should count for something, if some type of morale rule is in effect 😉
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Re: Daisy's Little Night Business

#89 Post by Eris »

subaltari wrote: Sat Jun 14, 2025 12:52 pm Vurna Round 4 (Init=5)

Cast spell with ADV: Eyebite [1d20+5]=17+5=22, [1d20+5]=18+5= 23 (DC 11); damage [1d4]= 1
Standing well clear of the ooze Vurna casts her spell again, precisely targeting its heat-seeking synapses.

"Take heart, Trawerts, and keep your light shining!" she calls out encouragingly.
Her 18 CHA should count for something, if some type of morale rule is in effect 😉
GM: Works for me. Trawets has Advantage so he'd roll twice and take highest (iow, he'll have to roll two 1's to fail).
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#90 Post by trawets »

Trawets stops shaking as much and holds the lamp more steadily. Thanks! That helps a lot knowing we are all in this together.

[1d20-2]=19-2=17
[1d20-2]=12-2=10
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Re: Daisy's Little Night Business

#91 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Room 7, Tunnels Below Slateholm
Present: Trawets, Daisy(29.6), Vurna, Da

Combat Round 4

Da attacks with his melting axe, but the blade falls off the stock as he swings and the blow is ineffective.

The Ooze again strikes at Da, [1d20+2]=11+2=13, this time hitting him! Da grunts in pain [1d6]=3 as the tentacle burns his legs!

Standing well clear of the ooze Vurna casts Eyebite again Eyebite [1d20+5]=17+5=22, [1d20+5]=18+ ... e [1d4]= 1, precisely targeting its heat-seeking synapses. The Ooze again shudders as Vurna's magic strikes it! Drat! She is hardly hurting it with these plinks!

"Take heart, Trawerts, and keep your light shining!" she calls out encouragingly.

Daisy has maneuvered around behind the Ooze and slams it from behind [1d20+3]=19+3=22! A staff isn't really a great weapon for a backstab, but in a pinch it'll have to do! Unfortunately, Daisy's background doesn't help her a lot and her blow is only a normal one [1d4]=2, but combined with Vurna's strike is just enough!

The Ooze flops to the stone floor and begins to shrivel and turn into a dark grey sludge that hisses and smokes leaving nothing behind except a few ash covered lumps.

Da. standing in the middle of the smoky ash grimaces with pain. His legs hurt! But, he's still alive...disarmed now that his Great Axe is destroyed, but alive.

Daisy turns around scanning the walls and the ceiling looking for more of these slimy Oozes, but after looking hard she says, "I think there were just the two. Gods preserve us from such nasty things!"

Trawets is much relieved and can't help but smile. He had a bit of a panic, but he overcame it! Not without a bit of help from his new friends, he might think, but still he overcame it.

Vurna stands ready and like Daisy is scanning the room, but like Daisy sees no more threats to their little party!

In a room, now quiet except for the heavy breathing of your party you each contemplate a room holding a stone dais in its center, a wardrobe behind the dais against the western wall, a chest against the northern wall, rubble in the southwestern corner, and four small lumps within the remains of the Oozes.

End of Combat!

You are now back in Exploration Mode, so explore! :)

Party:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8/8; S+0 D+3 C+1 I+2 W+0 C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Da Dwarven Fighter (title); AC13, HP5/12; S+3 D+2 C+2 I-1 W-1 C-2; GreatAxe +4 1d10+1, Javelin +3 1d4;
Trawets Human Wizard(title); AC7, HP3/3; S+0 D-1 C-1 I+2 W-2 C+2; Staff -1, 1d4; Detect Magic, Mage Armor, Magic Missile;
Vurna Human Witch (title); AC11, HP4/4; S+0 D+0 C+0 I+0 W+2 C+4; Dagger 0/0, 1d4; Staff 0, 1d4; Eyebite, Oak Ash Thorn, Willowman; LUCK
Monster:
Weak Grey Ooze1 AC11, HP0/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Weak Grey Ooze2 AC11, HP0/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Bat AC 8, HP 0/4, S -1, D +2, C +0, I -3, W +1, Ch; Bite +2 (1d3), near (fly);
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#92 Post by trawets »

Trawets looks relieved at still being alive. We did it! I'm going to leave the chest and wardrobe to you Daisy. Based on our luck so far they may be trapped. I will search for magic first. He then tries to cast detect magic and scans the room.
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Re: Daisy's Little Night Business

#93 Post by Rex »

Da

"Thanks Daisy, I am going to need to find myself another axe soonish."

He drinks the potion.

"I will stand watch while everyone else checks things."
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Re: Daisy's Little Night Business

#94 Post by subaltari »

While her fellows explore the room, but before any touch the furniture or lumpy oozy remains, Vurna briefly makes contact with Zberac tuning into the bird's eyes and ears. And hoping to see no more than an empty warehouse with a few chinks of light and to hear silence...
Eris wrote: Sun Jun 15, 2025 3:54 amDaisy glances at Vurna, "What was that on your face, Vurna? A bat? Did it bite you?"
The witch comes back to her own senses in time to hear this. "An ordinary bat, alas. Pulled here from the realm of the Gloaming -- this happens at times with our craft. In fact, it happened once during my tutelage with Ivaxar of Magdala. Only that one didn't try to claw or bite me!"
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Re: Daisy's Little Night Business

#95 Post by trawets »

Finishing up, Trawets exhales confidently. At least I did something right and useful today. Daisy, something in that wardrobe radiates magic, would you please look for traps before anyone opens it. I'm going to investigate this lump that was magical as well and then the other lumps if no one digs them out. He then smiles and turns toward the magical lump.
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Re: Daisy's Little Night Business

#96 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Room 7, Tunnels Below Slateholm
Present: Trawets, Daisy(24.6), Vurna, Da

Exploration Turn 8

Edited to complete this turn
trawets wrote: Sat Jun 14, 2025 11:39 pm Trawets looks relieved at still being alive. We did it! I'm going to leave the chest and wardrobe to you Daisy. Based on our luck so far they may be trapped. I will search for magic first. He then tries to cast detect magic and scans the room.
Trawets walks still cautiously into the room and casts Detect Magic [1d20+2]=16+2=18. An aura of golden light surrounds him as he turns around. There is magic here, yes and a pretty strong aura, too!

One of the lumps on the floor covered with ash lights up. That lump, whatever it is, has something magical inside of it.

As Trawets continues to turn you all see the face of the wardrobe begin to glow! It is more muted, not the door itself, but something inside that wardrobe has magical properties.

Completing the turn, nothing shows as having a magical aura at the chest or in the pile of rubble in the southwest corner of the room.

While Trawets is looking for magic, Daisy walks over to Da "You really did a number on that Ooze with your Great Axe, too bad it turned into a big blob of metal on you."

She holds out a small flask, "Here, drink this, it'll help with those wounds you have."


Da says, "Thanks Daisy, I am going to need to find myself another axe soonish."

He drinks the fizzy yellow vanilla flavored potion [1d6]=2. Afterwards he does feel better, but still not back up to full strength.

"I will stand watch while everyone else checks things." says Da hefting the shaft of his ruined GreatAxe like a club.

While her fellows start to explore the room, but before any touch the furniture or lumpy oozy remains, Vurna briefly makes contact with Zberac tuning into the bird's eyes and ears. And hoping to see no more than an empty warehouse with a few chinks of light and to hear silence...

Zberac complains in her ear, "It's so boring up here. Nothing to see or even hear. I'm having a hard time just staying awake. Can't you hurry up and get me to a more interesting place?" and looking through Zberac's eyes confirms the warehouse is quiet with hardly any light at all and silent as a tomb.

Daisy glances at Vurna, "What was that on your face, Vurna? A bat? Did it bite you?"

The witch comes back to her own senses in time to hear this. "An ordinary bat, alas. Pulled here from the realm of the Gloaming -- this happens at times with our craft. In fact, it happened once during my tutelage with Ivaxar of Magdala. Only that one didn't try to claw or bite me!"

Daisy chuckles, "Glad it didn't succeed in biting you, Vurna. Bats carry curses or diseases or sicknesses anyway and we don't need more trouble right now."

Finishing up, Trawets exhales confidently, "At least I did something right and useful today. Daisy, something in that wardrobe radiates magic, would you please look for traps before anyone opens it. I'm going to investigate this lump that was magical as well and then the other lumps if no one digs them out."

Daisy says, "Ooo! Magic!" and walks over to the wardrobe past the dais which everyone now sees as a simple block of stone with nothing on its top and no smell emanating from it. She begins examining the lock on the wardrobe carefully. "No trap, I don't think. I'm being careful opening it though if there's magic on it."

Trawets smiles and turns toward the magical lump. He doesn't know a lot about Oozes, but he knows they eat by dissolving their prey and he has just seen this one melt two metal weapons. He's surprised that there are any sort of lumps in the remains of the Oozes.

Squatting down he brushes the ash that used to be an Ooze away from the lump revealing a leather pouch. The pouch is close to a foot high and a little wider at the base. It is closed with a simple leather cord drawn tight across its top. The pouch is mostly flat with only the tied top really sticking up to make it a lump. The pouch glows slightly with magic and Trawets can just manage to pick up runes etched into the leather, but can't read them in this light.

From over at the wardrobe, Daisy says, "Pretty sure there's no trap on this and the door isn't locked. So, here goes!"

Opening the wardrobe door she peers inside says, "Oooo!" then steps aside to let the others see. The whole inside of the wardrobe glows slightly and runes are visible etched into the wood inside the door and all around inside. Hanging on a peg you can see a suit of chainmail . Propped up beside the chainmail is a fine looking Warhammer lightly glowing with a magical aura revealed by Trawets' spell. Of less immediate attention is a nice jacket and pair of breeches on pegs beside the chainmail.

End of Turn 8

Party:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8/8; S+0 D+3 C+1 I+2 W+0 C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Da Dwarven Fighter (title); AC13, HP5/12; S+3 D+2 C+2 I-1 W-1 C-2; GreatAxe +4 1d10+1, Javelin +3 1d4;
Trawets Human Wizard(title); AC7, HP3/3; S+0 D-1 C-1 I+2 W-2 C+2; Staff -1, 1d4; Detect Magic, Mage Armor, Magic Missile;
Vurna Human Witch (title); AC11, HP4/4; S+0 D+0 C+0 I+0 W+2 C+4; Dagger 0/0, 1d4; Staff 0, 1d4; Eyebite, Oak Ash Thorn, Willowman; LUCK
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
Eris
Rider of Rohan
Rider of Rohan
Posts: 3623
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Re: Daisy's Little Night Business

#97 Post by Eris »

Probably for Exploration 9
Bag of Holding (8 gear slots)
  • Slot 1: Small coin pouch - 5gp, 19sp
  • Slot 2: Stone of Returning - a smooth stone about 2 inches across, when it is thrown +1 to Hit, does 1d4 damage, it then returns immediately to the thrower's hand
  • Slot 3: 50 foot coil of hemp rope
Preservation Wardrobe ( contents do not age while the door is closed)
  • Chainmail (60 gp, 2 gear slots, AC 13 + DEX, Disadv on stealth, swim)
  • Elric's WarHammer of Smiting (400 gp, Damage: 1d10; Advantage on To Hit and Damage when used against Undead)
  • Sturdy Jacket with silk lining (a coin purse in inner pocket with 24 gp) and breeches sized for humans.
Banded Wooden Chest (old, dry wood basically falls apart when you open the lid)
[*]bundles of rags that were once clothing now fallen to pieces
[*]a Dagger
[*]coins that have fallen into a heap from a rotten leather pouch (30 sp)

Lumps in Ash: remains of large rats not yet fully dissolved and the almost completely dissolved bones and skull of a creature that sort of reminds you of a bipedal lizard.

Rubble in corner: Nothing of interest.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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