Creat the Cheat |
"Yes! Cave! Children hide. In dolls see.." She drops to her knees, holding her head like she has a terrible headache.
"Oooh. I don't get it."
Durin von Helsingr |
Durin puzzles over the revelations a bit ... not coming to any conclusions ...
"Children hide in dolls ... maybe spirit dolls? Do the children want to hide in dolls or are they forced to hide in dolls?"
GM chadius |
Nira shakes her head. "Can't remember...sorry. May I...follow?"
Hurrying this up a little.
As you finish questioning Nira, screeches fill the air, accompanied by the sound of thousands of wings crashing through leaves and branches, and the occasional thud of something hitting the ground from a great height. The people of Mercy are out in the Artisan's Square, slinging rocks into the trees to frighten away the mass of bats attacking the town.
There are four lit torches in the scones of the wall outside the painted house.
Move action to detach
The frightened townsfolk flee back to their homes.
square. But your keen eyes notice something strange about a black tarp covering
a market stall. It's some kind of creature.
The tarp is actually a cloaker in disguise.
As Nira hears the bats and the frightened townsfolk, she whispers a single word: "Murder."
Durin von Helsingr |
Alerted to strange creature covering the market stall, Durin recalls such a beast that could hide is such a manner ...
Take 10 on Knowledge (Dungeon): 10 + 5 = 15
Prisim |
perform: 1d20 + 5 ⇒ (8) + 5 = 13Can't take ten in this situation, I fear
" Bats! And so many!"
She hurries to grab a torch
"I could try and use acid, I guess...."
She tries an acid splash against some of the bats, curious about how the town modifies her magic.
ranged touch: 1d20 + 4 ⇒ (5) + 4 = 9
acid damage: 1d3 + 2 ⇒ (2) + 2 = 4
Her aim is well off.
GM chadius |
I populated the Town Square map with your icons. Nira, Cloaker, and the Bat Swarm are added as well.
Prisim's spell generates a glob of acid that flies near some of the bats. She isn't covered in pine needles, unfortunately.
As Pau's keen eyes notices one of the tarps come to life and fly above the ground. An eerie noise emanates from it, driving the bats into a frenzy. Nira glares at the swarm and the cloaker and utters "Murder!" Her wooden body produces razor-sharp splinters as she begins running towards the bats.
Lannior: 1d20 + 5 ⇒ (12) + 5 = 17
Creat: 1d20 + 7 ⇒ (11) + 7 = 18
Nerisiel: 1d20 + 4 ⇒ (16) + 4 = 20
Pau: 1d20 + 2 ⇒ (6) + 2 = 8
Durin: 1d20 + 2 ⇒ (6) + 2 = 8
Prisim: 1d20 + 1 ⇒ (7) + 1 = 8
Nira: 1d20 + 6 ⇒ (18) + 6 = 24
Nanananananana...: 1d20 + 7 ⇒ (5) + 7 = 12
Round 1
Nira
Nerisiel
Creat
Lannior
Cloaker & Bats
Pau
Durin
Prisim
Nira hides underneath one of the shopping stalls.
Nerisiel, Creat, Lannior are up.
Creat the Cheat |
Dammit! I don't have a sword! Creat suddenly wishes he really was a druid. Was that acid that just splashed all over his new cloak? Why can't short people stand up near the front so that taller folk who have the responsibility for telling folks the weather and running back home when the engagement is lost can do their jobs?
"'Murder'? Anyone I know? Listen little wood girl stay ba--never-mind"
Creat bravely rushes off to hide!
stealth (half speed): 1d20 + 7 ⇒ (16) + 7 = 23
Chaosorbit |
How close is the Carriage House to our current location?
Lannior runs out of the painted house and spots the bats and cloaker, he draws his dagger as it's all he has and considers whether he should try to retrieve his bow.
Lannior runs full speed toward the carriage house.
Nerisiel |
Nerisial will begin singing to inspire courage and try to grab a torch (not sure if it's a move to get adjacent and then a move to grab or just one move to grab)
dungeoneering: 1d20 + 3 ⇒ (15) + 3 = 18
perform dance: 1d20 + 7 ⇒ (4) + 7 = 11
GM chadius |
Lannior runs full speed toward the carriage house. Of note is a small bell tower and a huge garden, certainly the largest he's seen in the city. But that doesn't matter right now. What does matter is the locker full of weapons. Of course, it is locked, but the lock is simple in construction. It is a simple lock, Disable Device DC 20 to unlock
Creat dives for cover as Nerisiel draws a torch from the Painted house.
The bats quickly fly ahead and swarm Prisim, Durin and Nerisiel, biting and confusing them in a mass of squeaks.
Swarm Damage: 1d6 ⇒ 5 DC 11 Fort Save or be distracted (sickened) for 1 round
The cloaker moves closer towards the group.
Round 1
Nira
Nerisiel (5 damage, DC 11 Fort Save or be sickened)
Creat
Lannior (at the carriage house)
Cloaker & Bats
Pau
Durin (5 damage, DC 11 Fort Save or be sickened)
Prisim (5 damage, DC 11 Fort Save or be sickened)
Nerisiel, Creat, Lannior are up.
Durin von Helsingr |
Round 1 6/11 HP; Inspired
Fortitude DC11: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 Hardy
Durin will charge the cloaker ...
Staff: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 for Bludgeoning: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Nerisiel |
fort save: 1d20 + 1 ⇒ (20) + 1 = 21
"Bats belong in the belfry. Shoo them up there Shoo them up there" she sings
Pau |
Pau moves forward to attack the cloaker as well.
Attack 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1d6 + 4 ⇒ (2) + 4 = 6
Lannior Llarm |
So it's a locker?
Not sure what is possible
Lannior reaches the carriage house and realize there is a flaw in his plan. There things are locked up. He quickly assess what he can do.
GM can I try one of the following, that I think is easier:
With a big kick Lannior attempts to open the locker.
Str Check: 1d20 + 3 ⇒ (18) + 3 = 21
OR
Lannior carefully aims and attempts to bust the lock with his dagger.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 + 3 ⇒ (2) + 3 = 5
GM chadius |
Interesting. There are no real rules for breaking a lock. The scenario also doesn't tell me what the locker is made of, although I'd assume iron, whose Break DC is 28. I'd say it's like manacles, with hardness 10 and 10 hp. Doesn't look like you'll be able to do much without the keys or a skilled locksmith.
GM chadius |
Durin and Pau quickly get away from the bats and assault the Cloaker. Neither are able to land a solid blow. Durin's staff is unable to get past its tough hide.
Nerisiel maintains her composure as the bats bite her.
Meanwhile at the Carriage House, Lannior realizes he needs to get past that lock.
Round 1
Nira
Nerisiel (5 damage)
Creat
Lannior (at the carriage house)
Cloaker & Bats
Pau
Durin (5 damage)
Prisim (5 damage, DC 11 Fort Save or be sickened)
Prisim to complete round 1.
Creat the Cheat |
Interesting. There are no real rules for breaking a lock. The scenario also doesn't tell me what the locker is made of, although I'd assume iron, whose Break DC is 28. I'd say it's like manacles, with hardness 10 and 10 hp. Doesn't look like you'll be able to do much without the keys or a skilled locksmith.
"AAH-CHOO! *sniff* Damn dry air.
Prisim |
Prisim tries to overcome her revulsion at being surrounded by the bats..
fort: 1d20 + 3 ⇒ (4) + 3 = 7
She waves her torch at the bat swarm, hoping the flame and smoke will drive them away.
attack: 1d20 + 1 - 2 - 2 ⇒ (16) + 1 - 2 - 2 = 13
No idea what the damage for a torch is, but she is trying to disrupt the swarm rather than kill individual bats.
damage?: 1d6 - 2 - 2 ⇒ (5) - 2 - 2 = 1
She then moves as far away as she can from it.
GM chadius |
Nauseated characters can only make a move action this turn. You wouldn't be able to swing the torch this turn, Prisim.
Prisim quickly flees the swarm.
Watching the party overwhelmed, Nira steps forward from the cart and unleashes a spray of splinters, brambles and sharp rocks upon the bats.
Damage: 3d6 ⇒ (4, 4, 4) = 12
Reflex Save, DC 11: 1d20 + 7 ⇒ (6) + 7 = 13
Some of the bats are shredded, bit plenty remain.
Round 2
Nira
Nerisiel (5 damage)
Creat
Lannior (at the carriage house)
Cloaker & Bats (6 Damage)
Pau
Durin (5 damage)
Prisim (5 damage)
Creat the Cheat |
Creat moves around behind the tents away from the colorful gnome (with her ability to yawn in Technicolor) still in his lucky blue socks swearing under his breath.
No editable map access until lots later. Basically he moves under cover until he is at the most southwestern point that still affords cover while mmoving 30' or less, then draws his dagger which he does have.
Lannior Llarm |
Lannior races back from the carriage house.
Creat! They have the weapons locked up tight, anything you can do about it?
He heads toward the cloaker, knowing his dagger won't do much against swarming bats.
Creat the Cheat |
Creat frowns (which is difficult and potentially dangerous when you are holding your knife in your mouth). Why is it whenever I try to be stealthy someone rushes over to me or shouts directly at me? I mean is it so much to ask that I am forgotten?
Creat removes the knife with one hand.
"Maybe!" He yells a lot less stealthily than he would have liked.
Nerisiel |
Nerisial continues to sing and hopes to include the doll as an ally Sings "Just becasue the bats are swarming Doesn't mean that we should too She moves away from the swarm and pulls out a flask of acid from her pack
GM chadius |
Lannior returns to the square to inform Creat. Nerisiel encourages Nira to help them fight the swarm.
Cloaker's Fly Check DC 20: 1d20 + 8 ⇒ (11) + 8 = 19
The cloaker flies away from Pau and Durin (provoking an AoO) and lands on top of a building. It begins to moan, unnerving everyone.
Bat Swarm's Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
The bats are unnerved and quickly fly over Pau and Durin.
Swarm Damage: 1d6 - 2 ⇒ (2) - 2 = 0 And a DC 11 Fort Save or be nauseated for 1 round.
Nira's Will Save: 1d20 + 1 ⇒ (3) + 1 = 4
Nira shudders under the dreary sound. "That noise. Murder!"
Round 2 (Everyone needs a Will Save, DC 15)
Nira (unnerved)
Nerisiel (5 damage)
Creat
Lannior
Cloaker (15 feet up) & Bats (6 Damage)
Pau (1 nonlethal) (AoO vs Cloaker, DC 11 Fort Save)
Durin (5 damage, 1 nonlethal) (AoO vs Cloaker, DC 11 Fort Save)
Prisim (5 damage)
Pau |
Pau swings at the monster as it flies away.
Attack 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d6 + 4 ⇒ (3) + 4 = 7
Will 1d20 + 6 ⇒ (16) + 6 = 22
Fort save 1d20 + 5 ⇒ (9) + 5 = 14
Pau takes a 5' step and pulls an alchemist's fire, tossing it at the swarm
RTA 1d20 + 3 ⇒ (2) + 3 = 5
Damage 1d6 ⇒ 5
Prisim |
will: 1d20 + 1 ⇒ (20) + 1 = 21
Prisim, having grown up with a brother who was into his drums, is kind of used to loud low-frequency droning. She doesn't miss a beat. She steps away from the cloaker to give herself some room and lets fly!
Summoning acid, she directs it at the swarm.
ranged touch: 1d20 + 4 ⇒ (13) + 4 = 17
acid damage: 1d3 + 2 ⇒ (2) + 2 = 4
Creat the Cheat |
Will save: 1d20 - 1 ⇒ (2) - 1 = 1
The strange harmonics have Creat seeing argyle. Even this monster seems to be pointing and shouting at him. You'd think a thief couldn't earn an host living.
Lannior Llarm |
Lannior Will v DC15: 1d20 + 2 ⇒ (15) + 2 = 17
Lannior hardly takes notice of the moaning as he returns to town square.
Durin von Helsingr |
Round 2 6-1/11 HP; Inspired
Will DC15: 1d20 + 6 ⇒ (13) + 6 = 19
Staff (AoO): 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 for Blunt: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
If the swarm is still active, Durin will follow Pau's example will prep his flask of oil to throw next round ...
GM chadius |
Creat is upset by the droning noise, but most of the rest of the party seems alright.
As the Cloaker flies away, Pau and Durin land solid blows.
Durin and Nerisiel prepare flasks of fire. Pau hurls his, yet is unable to directly hit it. Instead some of the flames singe the bats slightly.
Prisim's acid orb hits one of the bats, but there are too many to deal with in such a manner. It's a swarm, individual attacks don't really work
Nira walks up, relatively slowly, but she can't aim without hitting Pau and Durin. "Don't want to hurt friends. Move!"
Round 3
Nira (unnerved)
Nerisiel (5 damage, Will Save, DC 15 vs sonic effect)
Creat (unnerved)
Lannior
Cloaker (15 damage, 15 feet up) & Bats (7 Damage)
Pau (1 nonlethal)
Durin (5 damage, 1 nonlethal)
Prisim (5 damage)
Nerisiel, Creat and Lannior are up.
Lannior Llarm |
Lannior rushes toward the building were the cloaker landed and begins to climb the building, looking for whatever handholds he can find.
Climb: 1d20 + 5 ⇒ (18) + 5 = 23
Double move - 30 feet to building, 7.5 feet up if climb is successful.
Nerisiel |
will save: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19 (+4 vs sonice)
Nerisial stops her singing and readies a throw of acid at the swarm once her friends are clear of it
acid attack: 1d20 + 5 ⇒ (6) + 5 = 11
acid damage: 1d6 ⇒ 1
splash direction: 1d8 ⇒ 7
GM chadius |
Creat hustles to the carriage house while Lannior advances on the Cloaker.
Nerisiel's flask misses most the bats but burns them slightly.
The Cloaker continue to moan, wreaking havok on Nira and the swarm.
The swarm of bats continue to cover Pau and Durin.
Swarm Damage: 1d6 - 2 ⇒ (6) - 2 = 4
Round 3
Nira (unnerved)
Nerisiel (5 damage, Will Save, DC 15 vs sonic effect)
Creat (unnerved)
Lannior (7.5 feet up)
Cloaker (15 damage, 15 feet up) & Bats (8 Damage, unnerved)
Pau (4 damage, 1 nonlethal, DC 11 Fort Save)
Durin (9 damage, 1 nonlethal, DC 11 Fort Save)
Prisim (5 damage)
Durin von Helsingr |
Round 3 2-1/11 HP; Inspired; Sickened
Fortitude DC11: 1d20 + 4 ⇒ (1) + 4 = 5
Durin tosses his oil flask and withdraws from the swarm ...
Oil: 1d20 + 2 + 1 - 2 ⇒ (1) + 2 + 1 - 2 = 2 for Fire: 1d6 ⇒ 2 if Ignited < 50: 1d100 ⇒ 62
Pau |
Fort 1d20 + 5 ⇒ (18) + 5 = 23
Pau moves away again. [ooc]Full 30' move away from the swarm, and pulls a flask of acid.
Durin von Helsingr |
Ok ... thank you for the correct.
Prisim |
Seeing her acid ineffective against the bats, Prisim turns it on the Cloaker.
"Holy Moley Acidoley
ranged touch: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d3 + 2 ⇒ (3) + 2 = 5
"Somehow it sounds better when Polly says it." she murmurs.
Lannior Llarm |
I'll be up soon, so I'll go ahead and post
Lannior continues up the wall.
climb: 1d20 + 5 ⇒ (5) + 5 = 10
Utoh, no sure if that will get it
As he nears the top the number of handholds gets harder to find.
Finally on top of the building, Lannior balances himself and readies his dagger should the cloaker attack him.
Readied Silver dagger attack: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d4 + 2 ⇒ (4) + 2 = 6
GM chadius |
Pau and Durin get out of the way, flasks drawn.
Prisim's glob of acid scores a solid hit upon the Cloaker, who screams a bit before continuing its moan.
With Pau and Durin out of the way, Nira releases a second spray of splinters.
Splinterspray: 3d6 ⇒ (4, 3, 5) = 12
Reflex Save, DC 11: 1d20 + 7 ⇒ (20) + 7 = 27
The bats, skewered by the splinters, quickly scatter away into the night.
Lannior tries to climb up to the top of the building, but his feet give way and he falls back to the ground. Luckily he wasn't too high up, so he stands up and dusts himself off.
Round 3
Nira (unnerved)
Nerisiel(5 damage)
Creat (unnerved)
Lannior
Cloaker (20 damage, 15 feet up)
Pau (4 damage, 1 nonlethal)
Durin (9 damage, 1 nonlethal)
Prisim (5 damage)