Aardvark DM |
The trapdoor opens easily enough, and beneath it lays a decent sized crawlspace, nothing more to it than a crude dirt floor. It looks to have a little over three feet of space underneath, and is about as big as the space above. The big difference between the two rooms, is that instead of the creepy dolls there are four plain wooden coffins, amid numerous blocks of various types of mundane wood.
Rutter |
So under the crawlspace is just over 3 ft high? Rutter and Pravlox would probably be okay.
Rutter whispers to Pravlox, "You still want to check it out? I'll drop in first, but I don't know if anyone can follow us."
Copper Fratello |
As the halflings move down into the room with the coffins, Copper draws a thin wand from one of his sheathes and moves his hands into an arcane symbol, hoping to be as readyas possible, just in case anything should attack them while they are down there.
Ready action to fire either Scorching Ray from my spell list or Magic Missile from the wand at the first thing at attacks them that I can see.
I know you cant really Ready two different spells, but I dont know the layout of the situation here or how well I can see into this little room. If it looks like it would be too crampt of quarters to effectively fire a Scorching Ray, then I'll use MM. If not, then SR. And I mean Copper would make that decision now, not I, the player will make that decision when the time comes. If that makes sense at all...
Aardvark DM |
The space is cramped, but the mediums can move around under there. They just treat it as difficult terrain. If you want, I can throw a amp together later, it's just the same size/shape as the room above.
Aardvark DM |
The space is actually underneath the room with the dolls. I just put it below on the map becasue it fit there. The magic aruas are coming one each from within the two coffins on the west wall.
Copper Fratello |
I'd like Copper to be sitting one square to the left and one square up, please, so he has a better angle to look into the room.
"I agree with Felgar, it looks a little small for me. I have you covered from here, though." Copper says, crouching down to see as much of the room as he can without actually going into it.
Rutter |
"Oi! Be ready for a swift retreat back up to the ground floor."
Rutter silently moves to the two magic coffins. He looks at both of them, and then opens the one on his left. The bottom one on the map.
Aardvark DM |
Pravlox Stealth 1d20 + 6 ⇒ (12) + 6 = 18
Rutter Stealth 1d20 + 13 ⇒ (10) + 13 = 23
1d20 + 11 - 15 ⇒ (5) + 11 - 15 = 1
1d20 + 11 - 10 ⇒ (5) + 11 - 10 = 6
1d20 + 11 - 15 ⇒ (16) + 11 - 15 = 12
Rutter makes his way to the coffin, and delicately opens the lid, which sets nicely atop it but is not nailed down. Within rests a dead body, lying somewhat blanketed in dirt. This body, though, looks to be in fairly good shape. There are no signs of decay, nor is there a smell of death. Other than the deathly pallor, and no sign of breathing. The man looks almost alive.
Rutter |
Rutter looks back to Pravlox. He points to him, then points to his own eyes with two fingers, then points to the other coffin. He holds up his kukri, and then points into the open coffin with it.
Bluff: 1d20 + 5 ⇒ (20) + 5 = 25
Pravlox easily understands his message: 'Watch the other coffin. I'm going to kill this one.'
Coup de grace damage: 2d3 + 2d6 + 4 ⇒ (2, 2) + (6, 5) + 4 = 19
If he survives the damage, Fort save DC 29 or die. Coup de Grace rules.
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Copper Fratello |
Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8
Not really sure what the others are doing down below, but wanting to make sure they are able to get out as quickly as possible, if need be, Copper motions with a nod of his head for Felgar to move next to the door-in-the-floor, to help pull the halflings out of the room.
I dont know if he could even reach them from up here, but it's probably better to be safe than sorry. :P
Aardvark DM |
Rutter waits until Pravlox is ready, raises his kukri, and plunges it into the well preserved corpse's heart with a precise hand. What happened next was most likely not what Rutter expected. The corpse's eyes sprang open, and it let out a screech of pain as it found the little man standing over it in the dark of the crawlspace.
The three other coffins begin to rattle as if there is movement within, as the the one that was struck starts to rise from it's dirt-filled pine box. The first one to act was the southernmost coffin, as it's lid got shoved aside, and one of the things stodd up out of it.
Felgar 1d20 + 2 ⇒ (13) + 2 = 15
Neva 1d20 + 2 ⇒ (11) + 2 = 13
Pravlox 1d20 + 2 ⇒ (9) + 2 = 11
Rex 1d20 + 3 ⇒ (6) + 3 = 9
Rutter 1d20 + 3 ⇒ (17) + 3 = 20
Vamp 1 1d20 + 1 ⇒ (20) + 1 = 21
Vamp 2 1d20 + 1 ⇒ (19) + 1 = 20
Vamp 3 1d20 + 1 ⇒ (12) + 1 = 13
Vamp 4 1d20 + 1 ⇒ (12) + 1 = 13
Copper, in this encounter you get a +2 to all rolls modified by Con, and 8 Temp HP
Round 1:
Rutter -
Vamp 2 -
Felgar -
Neva -
Vamp 3 -
Vamp 4 -
Pravlox - Readied attack
Rex -
Copper - Readied Spell
Vamp 1 - Opened lid, stood up.
For the map, Copper said left and up, but that would have put him where Neva is, and less able to see instead of better able. Copper can take his ready before Vamp 2 (as that will be the first to get an attack), and Pravlox can take his ready before Vamp 3 (as that will be the one rising out of the other coffin as indicated).
Rutter |
"DAMMIT!"
Rutter lays into the waking dead with both kukri.
I'm adding +4 to the attacks because I'm assuming he's still considered prone. If not, reduce the rolls as necessary.
Attack main: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Attack offhand: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21
Damage offhand: 1d3 + 2 ⇒ (2) + 2 = 4
In case there's an AoO:
Attack of Opportunity: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
AoO damage: 1d3 + 2 ⇒ (1) + 2 = 3
Rutter |
Just realized he should still be flat-footed since his turn hasn't come up, so here's the sneak attack damage for the offhand and AoO, if either hits:
SA damage off-hand: 2d6 ⇒ (2, 5) = 7
SA damage AoO: 2d6 ⇒ (4, 2) = 6
Copper Fratello |
Sorry, I meant to say to put me right in the spot where you out me, lol.
Round 1, 40/32hp, 16 AC
Seeing two targets before him, Copper quickly finishes his spell, aiming at the one who is hopefully easier to hit from his current position. Words flow from his lips in an arcane language, "Bout van vuur ontvlammen mijn vijand!". A glow rises from his forearms before launching out of his open palm as a stream of fire at the abomination standing from it's coffin.
Scorching Ray at Vamp1: 1d20 + 4 ⇒ (3) + 4 = 7
Scorching Ray Damage: 4d6 ⇒ (6, 1, 1, 2) = 10
Well, crap.
Aardvark DM |
Rutter attacks again at the creature that just has his blade in its heart. He hits with his off hand, as his main gets too close to the pine box and ends up deflected. Despite both the stab, and the follow-up strike, he can tell that he's just not affecting the thing at his best. As it gets up and steps out of its coffin, he swings again, just barely catching it, but again doing hardly anything to it.
It gets up to stand at the end of its coffin, when Copper fires a beam of feiry energy at the creature, but his angle was difficult from where he is in the room above. As it moves out of its macabre bed, Rutter and Pravlox can see some of the rougher edges around its wounds begin to knit, but slowly.
Round 1:
Felgar -
Neva -
Vamp 3 -
Vamp 4 -
Pravlox - Readied attack
Rex -
Vamp 1 - Opened lid, stood up.
Rutter - Struck, with off-hand
Copper - Cast Readied Spell
Vamp 2 - 22 damage (DR 5 fast heal 2) Got out of coffin into Q8
Aardvark DM |
The only constraints of the space below is height (being 3') Medium creatures treat it as difficult terrain. No other penalties.
Aardvark DM |
Felgar hops down and hacks at the first one out of its coffin. He cuts into the thing, but makes a less than fully effective gash.
Round 1:
Neva -
Vamp 3 -
Vamp 4 -
Pravlox - Readied attack
Rex -
Vamp 1 - 10 damage Opened lid, stood up.
Rutter - Struck, with off-hand
Copper - Cast Readied Spell
Vamp 2 - 22 damage (DR 5 fast heal 2) Got out of coffin into Q8
Felgar - Move to Q10, hit vamp 1
Neva Vallastoi |
Neva groaned with fear and frustration as Felgar too jumped into the crawlspace.
Screwing up her courage, she hopped down into the cramped dark and shuffled to the side to make room for Copper should he want it.
She saw the creatures fighting Rutter, Prav and Felgar, but also noticed the two other coffins, each with a lid coming off.
She grabbed her holy symbol of Pharasma and prepared a mighty rebuke of these insults to the Lady's grace.
Move to Q11 and ready channel positive energy to harm undead as soon as Vamps 3 and 4 can also be hurt. If that's now, so be it.
Channel when the time comes, DC 14 Will for half: 2d6 ⇒ (6, 1) = 7
Aardvark DM |
Pravlox, you can take your readied spear attack on Vamp 3 as he climbs from the coffin. I went ahead and moved you in the initiative order to reflect that. Neva, since your ready was for when they were all visible, you got moved to the interrupt position of right before Vamp 4.
Neva decides that she will also enter the crawlspace, saying a quick invocation to Pharasma. One crawls out beside Pravlox, and as soon at the last one rises from its pine box, she lets out a blast of positive energy in Pharasma's name. The first two seem to recognize the intent, and prepare for it. The last is on the defensive when she strikes, but the third one out is taken off its guard.
1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Round 1:
Rex -
Vamp 1 - 13 damage Opened lid, stood up.
Rutter - Struck, with off-hand
Copper - Cast Readied Spell
Vamp 2 - 25 damage Got out of coffin into Q8
Felgar - Move to Q10, hit vamp 1
Pravlox - Readied attack
Vamp 3 - 7 damage Opened lid, stood up
Neva - Move to Q11, Channeled
Vamp 4 - 3 damageOpened lid, stood up
Pravlox |
I'm back finally; as much as it set me up for the a more stable situation, last week was not fun.
readied attack 1d20 + 3 ⇒ (4) + 3 = 7
damage 1d6 - 1 ⇒ (5) - 1 = 4
Pravlox quickly jabs at one of the rising creatures before backing up to draw them up and out into the room above.
Aardvark DM |
Rex is up before Vamp 1
The wounds of the vampire struck by Felgar's mighty swing begin to knit themselves closed. The thing smiles a cruel grin, two prominent canine teeth showing from behind its lips, before it makes a simple clarification, "Oh, poor confused dvarf. Vy vould you heet me ven de real threat is de voman behind you? She should be slain."
Round 1:
Rutter - Struck, with off-hand
Copper - Cast Readied Spell
Vamp 2 - 25 damage Got out of coffin into Q8
Felgar - Move to Q10, hit vamp 1
Pravlox - Readied attack
Vamp 3 - 7 damage Opened lid, stood up
Neva - Move to Q11, Channeled
Vamp 4 - 3 damage Opened lid, stood up
Rex -
Vamp 1 - 11 damage Spoke to Felgar.
Rutter |
Rutter takes one last swing at the vampire he's already injured, then weaves his way closer toward the trap door.
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Acrobatics, move to O11 +10 to DC to avoid AoO: 1d20 + 12 ⇒ (11) + 12 = 23
Copper Fratello |
Spellcraft on what the Vamp said to Felgar?: 1d20 + 8 ⇒ (9) + 8 = 17
I dont think that would tell me what it is, assuming it is what I think it is, but do you think that would be high enough to tell whether or not it was a spell effect being cast on him?
Aardvark DM |
Sadly, Copper, that is not enough to recognize the actual effect. I will say it's enough to tell that there was magic in his words.
Felgar, on your turn, your orders are clearly against your nature so you will get a new save with an additional +2
In a last ditch effort to strike and run, Rutter swings at the one he stabbed, but his strike produces no visible effect. He tries to scurry away from the creatures, but in his haste he leaves himself open to attacks from all but one of the ones around him.
The one he struck was unable to recover fast enough to hit him, but the other two did. Even worse than just smacking him with a heavy fist, they also appeared to draw off some of his life energy, revitalizing themselves at the same time. He did at least appear to put them off guard enough to possibly leave an opening for Pravlox to follow him out of there.
Vamp 2 AoO 1d20 + 4 ⇒ (12) + 4 = 16, miss
Vamp 3 AoO 1d20 + 4 ⇒ (19) + 4 = 23, damage 1d4 + 1 ⇒ (2) + 1 = 3 and Drain 1 level
Vamp 4 AoO 1d20 + 4 ⇒ (14) + 4 = 18, damage 1d4 + 1 ⇒ (3) + 1 = 4 and Drain 1 level.
Level Drain
Round 2:
Copper - Cast Readied Spell
Vamp 2 - 25 damage Got out of coffin into Q8
Felgar - Move to Q10, hit vamp 1
Pravlox - Readied attack
Vamp 3 - 7 damage, 5 temps Opened lid, stood up
Neva - Move to Q11, Channeled
Vamp 4 - 3 damage, 5 temps Opened lid, stood up
Rex -
Vamp 1 - 11 damage magically spoke to Felgar.
Rutter - Hit with no effect, moved to O11
Aardvark DM |
Rex still needs to take his round 1 action, but I've moved forward, so Copper you can go now.
Copper Fratello |
Round 2, 40/32 HP, 16 AC
Unsure of what to do to help his friends at this point, Copper waits for a good opportunity to present itself.
Delay. Also, sorry for taking so long. I thought I had taken my turn already, lol.
Aardvark DM |
If I remember correctly, it is a free action to use a Harrow point, and can only use 1/encounter. I'll know better when I get home and look it up in the first book.
Pravlox, K11 is the opening for the trapdoor, so I put Rex in K10
The first struck vampire continues to have his wounds close, though at this rate it may take at least a minute to close completely. He takes a lazy swipe at the halfling between himself and the other. So lazy in fact that it doesn't manage to connect.
Attack on Pravlox 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Round 2:
DELAYING - Copper - Cast Readied Spell
Felgar - Move to Q10, hit vamp 1
Pravlox - Readied attack
Vamp 3 - 7 damage, 5 temps Opened lid, stood up
Neva - Move to Q11, Channeled
Vamp 4 - 3 damage, 5 temps Opened lid, stood up
Rex - moved to K10, ready to help
Vamp 1 - 11 damage magically spoke to Felgar.
Rutter - Hit with no effect, moved to O11
Vamp 2 - 23 damage Got out of coffin into Q8
Pravlox |
Pravlox frowns as he considers his options, and decides that a full retreat is going to be difficult to achieve just yet. As such he moves to just under the opening, and feigns weakness as he opens up a pit beneath two of the vampires, hoping to catch the remaining ones off guard at least long enough to move the battle upstairs.
Acrobatics to move to P11 1d20 + 2 ⇒ (14) + 2 = 16
Bluff to hide his spell casting 1d20 + 11 ⇒ (2) + 11 = 13
Casting Create Pit in QR-78
Vamps 1&2 need to make a DC 15 Reflex save to avoid falling into the 20' foot deep pit, taking falling damage as normal, as will Felgar if he ends his next turn beside the pit. It's not much, but it's the best I can come up with.
Aardvark DM |
Pravlox, where are you getting the Bluff to hide spellcasting? Have we discussed it before and I'm blanking, if so could you find it for me?
Felgar, with Copper delaying, you're up next.