icastsword: (:|)
Griffin O'Callahan ([personal profile] icastsword) wrote2024-07-12 06:30 pm

Session 169: Nice

We don’t have anything pressing to do. We can get some dinner and have a nap before heading out to meet Dakov’s contact. Are we going to bring Mr. Bishop with us? No. No, we are not going to bring the cop. He doesn’t even know about this meeting.

As we start to filter out, Mr. Bishop asks us where we’re going. Time for a Father and Son Bullshit scene. Jericho interrupts and tells Mr. Bishop we’re going clubbing. Oh! Which club? Do we really think this man knows any clubs in London?

Jericho tells him we’re going to Studio 54. Mr. Bishop thinks that sounds like an American club? Jericho rolls Deception: 26 versus Mr. Bishop’s 25 Insight. He’ll take Jericho’s word for it.

Nellie asks Jericho if he wants her to just stay behind and play Scrabble with Mr. Bishop or something? He tells her she can cast Sleep. Does she have permission? Yes. She had permission 20 minutes ago when the Shane-Shane Bullshit Scene began.

Mr. Bishop claims he could boogie down - he used to boogie down all the time in the 80s.

Griffin leans down to Nellie and asks her if she can just cast Sleep? We’re going to be late if this goes on much longer. Yeah. Rather than burning a higher level spell slot, Nellie casts Sleep at the first level. She puts 16 HP of Dad to sleep.

Griffin is tasked with putting Mr. Bishop to bed. Crimeny joins him and sets up Netflix and puts on some cartoons for Mr. Bishop to wake up to.

Jericho tells Shane he wants to take Mr. Bishop to a club. He wants to see what Mr. Bishop’s idea of clubbing is. He also wants to see what Mr. Bishop’s idea of wingmanning is.

There’s a large metal door with a slat at the back of Dakov’s Knockoffs. Is the door locked? Yeah. Then Jericho knocks. Crimeny opens the door from the inside. No, they don’t do that.

Jericho knocks. The slat opens. It’s impossible to see inside. Dakov’s voice speaks from within. He closes the slat and unlocks the door and pulls it open. He steps aside and invites us in.

We go in. We’re in a back store room. We weren’t followed? The goofy Interplay guy didn’t follow? No. He didn’t. We’re sure.

Dakov takes us downstairs. He’ll come back upstairs to wait for his buddy. This place is a storehouse/appraisal. There are different desks and lots of tools for cleaning/appraising. Lots of books open to various things. Old suits of armor, all types of antiquities of the more magical persuasion. There are several large shelves full of knick-knacks and curios of varying quality. He clearly does a lot of trading in non-mundane things.

Dakov tells us to help ourselves to the coffee on the table over there. He assures us his friend will be here. He’s just not sure when. He tells us not to touch anything. He goes back upstairs.

Jericho wants to look through the stuff downstairs to see if there’s any more Bhaal stuff.

Griffin and Serra both roll 14 Investigation. They peek through the bookshelves. There is an eclectic selection. There are various tomes of schools of magic, but there are a lot of mundane human texts too. First edition printings of novels, history books, etc. Dakov deals with everything.

Nellie rolled a 20 and Jericho a 21. They peruse some of the further shelves, and they notice some religious iconography from the magic realm. Different gods are on display, various alignments, Good, Neutral, and Evil. There are some things with minor enchantments here, but nothing groundbreaking.

With a 10, Shane notices a very ornate desk. On the left and right are bronze carvings of horned demons holding up the slab of wood that makes up the desk. It stands out. He couldn’t miss it even with his 10.

With their 27, Crimeny sees a couple of different work stations. One of them has a number of watches and jewelry that appear to be in various states of disassembly for cleaning. There are a number of bloody rags on these work stations. The jewelry itself is normal and mundane. Crimeny takes a photo of the bloody rags. Crimeny’s Crime Sense is telling them that behaving is the better option here for now.

Ant tells everyone to get into Roll 20 and put their characters in place in the room.

Serra is sitting on a stool. She rolls a 16 to perceive Crimeny. She sees them standing there staring, unblinking. She asks what they’re looking at.

CRIMENY: Blood.

Serra looks around for the blood. She sees the dirty rags on the desk. She rolls Medicine to see if it’s actually blood: 22. It’s definitely blood. Going off that same medicine roll, she can tell that the blood is fairly old. She rolls Arcana on the jewelry: 18. These aren’t magical, but the jewelry and trinkets are all of a more feminine style that indicates they likely belonged to women.

She picks up her rockie talkie. She doesn’t want to assume anything, but she thinks Jerkoff - no, Dakov - is a fence for the murderer; he’s cleaning off bloody jewelry over here.

Shane casts Detect Magic to stare at the weird demon desk. The entire desk is wreathed in Illusion magic. That’s very interesting. Shane doesn’t want to fuck with it, because of that guy. But he touches it. It feels like how it looks. He doesn’t want to fuck with it. Ryo wants to fuck with it, but Shane does not.

Time for some Perception rolls. Shane rolls a 7. He’s too interested in this desk. Nellie also rolled a 7. She’s found an old tome that she’s got to peruse. Griffin ALSO rolled a 7. He’s just pleased as punch that Nellie found a book that’s making her happy.

Jericho’s goosey ears hear footsteps up above with a 12. And then he hears a "clack" by the door. It sounds like a lock locking.

Crimeny hears something with a 20. They hear something hit the wall where Shane is very hard. The bookshelf butted up against that wall is moved away from the wall.

Crimeny uses a Bonus Action to hide behind a table. Serra watches Crimeny combat roll into hiding like Dark Souls. Serra observes this like One Punch Man.

The wall is blown open.

In stroll some pretty awful-looking creatures.

As a cleric and a doctor, Serra is going to break Dakov’s legs.

Crimeny claims the whole basement as their prize for when we defeat this latest threat.

Shane rolls an 8 Dex save and is knocked on his ass by the force of the explosion.

ROUND 1

The Howler rushes over on all fours and climbs on top of the desk. He looks down and sees Shane. Shane has to roll a Wisdom Save. He rolls a 22. The Howler sucks in some air and lets out a mind-rending howl. Shane struggles through it. There are no effects and he takes no damage. It looks pretty pissed off that Shane wasn’t upset by that. It hops down in front of him.

Crimeny has a target-rich environment. All four of the demons by the door are going to have to roll an INT save with Shane’s DC.

Glabrezu rolls a 21. Draegloth rolls a 19. Hezrou rolls a 4. Armanite rolls a 17. Full damage is 32 Psychic, half is 16, and Hezrou is Muddled for the next minute.

All four of them look Crimeny’s way, and they see Serra. Crimeny uses their Bonus Action to hide under the desk.

Serra moves forward 30 feet, and taps her shield. Bring it, bitches. She’s going to delay her action.

Hezrou, who is muddled, is going to start making his way downtown. He uses the dash action to get right up into Serra’s face.

It’s time for Shane to Bishop. Shane is prone. He is going to require an INT save from the Howler that is menacing him. It crit failed. It rolled a total of -2. Shane is panicking because this is happening. He uses his Mystic Arcanum and casts Mental Prison on this Howler. This is very overkill, but he’s scared. The Howler takes 45 damage from the initial spell.

Shane stands up and starts making his way towards the closest hiding spot.

Griffin misuses his Expeditious Retreat spell and Dashes 60 feet towards Shane, he is now between Shane and the Howler. He can now see the mass of fuck happening, and rolls a 17 Nature with Advantage on the creatures that have appeared - he is Concerned. Everything here is a fiend or demon.

Griffin uses his Beacon Bow to shoot the Howler - he hits with a crit 20 and a 25. 9 Piercing on the crit and the regular hit does 11 Piercing. Ant asks for clarification on the magical properties of the crossbow and bolts. So these things probably have resistance to non-magical weapons.

Armanite has a target-rich environment. It decides to go after Griffin and Shane. It charges, and it gets a lot of attacks. It hits Griffin with a 22, and he reacts with Shield, bumping his AC to 25. Its second attack is a 25. Griffin takes 13 Bludgeoning damage and rolls 27 Strength save. He keeps his footing and isn’t knocked prone.

Shane is then hit with a 20, and takes 9 slashing damage halved from 17 because of magical Stone Skin. He Nightcrawler Bamfs away from danger and towards Nellie. He is invisible. He tells Nellie he’s there.

Jericho rolls Arcana on this pack of fiends. Are they Fire Resistant? 17. Yeah, seems likely. He casts Gust of Wind. The Howler fails its Strength Save with a 17. Glabrezu rolls a 26, and Draegloth rolls a 21.

The Howler is pushed back 15 feet, through the demon table. It takes 59 damage from moving out of Shane’s Mental Prison, and dies.

Glabrezu moves out of Jericho’s Windy Business and approaches Serra. He points at Serra and speaks a word of Abyssal. He casts Power Word Stun. She can roll a Con Save at the end of each of her turns to overcome the Stun.

Jericho and Griffin have to make Wisdom Saves. Jericho rolls an 18, Griffin rolls a 15. They both save. Griffin is very lucky. Neither of them are confused. Draegloth moves out of Jericho’s windy business.

Nellie asks Shane what did he say was happening on the other side of this book case? He tells her. Welp. Nellie’s going to try to climb the book case. She scrumbles right on up the shelf with a 19 Acrobatics. She is so tall now.

She’s going to start throwing snowballs. She casts Snilloc’s Snowball Storm on Hezrou and Glabrezu. Hezrou fails its Dex save with a 15. Glabrezu also fails with a 15. Time for 6d6 cold damage. Time for a lot of 1s and 2s. Total damage is 11. Nellie rolls a belated Nat 20 nature. Insult to injury: These guys are resistant to cold damage.

ROUND 2

Crimeny is still hidden. They pop out from under the table and shoot the Hezrou. They hit with a 30, and do 40 Piercing and Psychic damage total. They use their movement to retreat and their bonus action to hide.

Serra rolls a Con Save: 7. The stench of the Hezrou has poisoned her, as it is standing right next to her. A poisoned creature has disadvantage on attack rolls and ability checks. She is already stunned. All she can do now is make another Con Save. She beefs it even further with a Nat 1.

Hezrou rolls a quick Perception versus Crimeny’s Stealth. 3 versus 31. Time to nosh on Serra. It hits with a dirty 20, a 25, and a 22. It does 37 Piercing and Slashing damage to the cleric. Serra’s armor does 36 Radiant damage to it.

Shane is going to climb the bookshelf. He rolls an 18 Athletics!! Griffin would be so proud if he could see. Shane sees the monsters harassing Serra. He wants to annoy the piss out of them without hurting Serra. He casts the Fap Zone to catch the two monsters but not Serra.

Griffin casts Wrathful Smite. He rolls a 23 and 23 to hit.

Hit 1 = 8+7 (15) Slashing, 7 Cold (3), 2 Psychic, 20 total
Hit 2 = 10 Slashing, 4 Cold (2), 12 total

Grand total 32 damage. How does his target feel about its Wisdom Save? It is 19 wisdom, which is better than Griffin’s DC. It saves.

Griffin Action Surges, misses with a 16, but hits with a 21.

Hit 3 = 16 Slashing, 6 Cold (3) = 19 total

Armanite hits Griffin with a 24. It hits Griffin again with a 24. Lastly, Griffin and Jericho have to make Dex saves. Griffin rolls a 21 and Jericho a 26. They both save.

Griffin takes 12 Slashing and 9 Lightning (21) from the claw. He rolls a 28 Strength Save and is not knocked prone from the kick, and he takes 13 Bludgeoning.

With its final action it conjures a lightning lance and blasts it in both Griffin and Jericho’s direction. They each take 22 Lightning damage halved from 44.

What does Jericho want to do? Kill! He turns towards the Armanite and changes the direction of the wind. Armanite and Griffin both save on Strength and are not pushed back.

Jericho comes up to stand even with Griffin, and attack the Armanite. Question: Do fiends have souls? 19 Nature. Considering they’re fiends and they’re generally chaotic evil, it’s easy to write them off as soulless. But tieflings are born from fiends, and tieflings have souls!

So Jericho asks a question. He asks the Armanite if it has a soul. It understands Common, but won’t speak it. Griffin can speak Infernal, and will translate. It wants to know who’s asking. It wants to know why? Jericho rolls History. He recalls that he doesn’t know where the souls he’s been reaping have been going, he might not want to use his scythe on this guy.

NELLIE: Are you fighting him or flirting with him!?

Hang on, let’s think about this - nah, Jericho’s gonna pass, he’s not into the horse parts.

He hits with two attacks and crits with the third. He does 16, 18, and 25 crit damage for a total of 59 damage. Maurice the Armanite dies. There is a very long scene. Griffin winds up using his reaction to cast Chill Touch to slap Maurice to dying faster so he won’t have to tell Jericho Maurice said the words, "fuck you."

Jericho gives Griffin Bardic Inspiration

Glabrezu takes 4d6 Cold damage at the start of his turn: 18. He has just enough movement to get out of the fap zone, though his butt is still in the zone. He saves on Dex with a 17. Shane throws a book at the Glabrezu to get its attention away from Serra. He rolls a 24 Performance. "Hey you prick!"

It growls, raises a hand, and touches itself. Touches its chest. It casts Fly. It flies right up into Shane’s face.

Shane asks a question real quick - why are you down here attacking us? "Because you live." No really, what’s the business, what’s the deal, why have you decided that today’s the specific day you’re going to kill us?

Glabrezu asks if Shane wishes to make a new deal? What are his terms? Well, we’ve obliterated two of your guys already - "They were weak!"

While Shane considers what kind of deal to make, it’s the Draegloth’s turn.

Draegloth has enough movement to get up in Jericho’s business. It does that, and launches into attacks. It has Disadvantage because of Jericho’s cool cape. It hits with a 26 instead of a crit, misses with an 18, and hits with a 19. It bites Jericho for 18 Piercing damage and 20 slashing damage from the claw.

Nellie asks Shane what he’s doing. "Just having a conversation!" The demon says to tell the tiny one we may strike an accord! Shane says they’re talking business. So Nellie isn’t going to hit the Glabrezu yet.

Nellie rolls a 24 Nature to know about the Draegloth’s resistances: Cold, Fire, and Lightning. It’s totally immune to Poison. We’re supposed to be at a club, let’s drop some Acid. She casts an Acid-flavored Chromatic Orb at the 3rd level. She hits with a 17. 5d8 of Acid damage is 23.

Nellie rolls a Dex Save to tumble down to the floor to go help Serra. She hits a little harder than she meant to, but she goes into a potato roll and recovers with no problem.