Mukluk Muletender |
Round Surprise! Init 23
"Arg! Stupid bugs! My dwarf blood is too sweet for them to resist!"
Mukluk moves to the safest place he can think of: behind Doruk.
Move to H18.
"I'm right behind you Doruk. I know you'll killify these repeatedly...and I got your back."
One action in the surprise.
Doruk |
Round Surprise, Initiative 18, Location H16
Weapon Equipped = guisarme
Conditions = None
Doruk readies to attack any stirge that comes within reach.
Presuming stirge attack...
Readied Attack
Guisarme combat expertise & power attack 1d20 + 6 ⇒ (15) + 6 = 21 doing 2d4 + 9 ⇒ (4, 1) + 9 = 14 damage.
Attack of Opportunity as the first closes
Guisarme combat expertise & power attack 1d20 + 6 ⇒ (15) + 6 = 21 doing 2d4 + 9 ⇒ (1, 1) + 9 = 11 damage.
Attack of Opportunity as a second closes
Guisarme combat expertise & power attack 1d20 + 6 ⇒ (11) + 6 = 17 doing 2d4 + 9 ⇒ (1, 3) + 9 = 13 damage.
Tiabrar |
Surprise round I'm going to guess the 27 perception was missed
Tiabrar fires an arrow at the stirge in G-18.
Or since he's after them, likely a 5' step back and then firing at whatever is in his face. Unless Tiabrar has one attached in which case I'll just figure it out from there.
Dwarf blood is sweet? Hmmm.
Darkwood Longbow +7
1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
1d8 + 1 ⇒ (5) + 1 = 6
Mobled Muletender |
Round 1, Init 5
Mobled takes a swig of whiskey and is filled with a drunken desire to crush stirge carapaces (i.e., she uses her drunken rage ability). She readies an action to smash at a stirge if it comes within reach.
AC 15 raging (17 flatfooted until her action comes up)
HP 33+6 / 33+6
Fort +10 Reflex +3 Will +6
Weapon Equipped Silversheen dorn derger
Rage 4 of 17 rounds used
Unarmed strike 1d20 + 6 ⇒ (11) + 6 = 17
1d6 + 6 ⇒ (3) + 6 = 9
DM Panic |
As the first of the bat-like insects swoops down, Doruk's guisarme literally crushes the creature to the stone flooring. It's unclear whether the creature was hunting for Doruk or Mukluk, but the battered remnants of it's husk wiggles for a moment at Mukluk's feet. (it is dead, though)
As none of the creatures seems drawn to Tiabar's glorious golden locks, the elf quickly launches an arrow at one of the bugs that seems to have an affinity for holy men. (I figure Tiabrar would shoot Martigan's) The impact of the arrow pins the creature against the wall, coincidentally on a representation of a dwarvish anvil about to be struck by the hammer of one of Moradin's talented smiths.
The third descending creature lands on Mobled and sticks it's needle-sharp proboscis into the dwarf's neck and begins to drink deeply. After a brief pause, you all swear you see the insect's tiny eyes bulge in surprise as it begins to fill with the toxins that fuel the monk. (Taking some literary liberties here, I figure the monk's damage is abstract, and the stirge could easily die from alcohol poisoning for it's poor choice in a target) The stirge realizes it's mistake, retracts its probe and flits away drunkenly before it finally shudders and collapses on the ground a few feed away from Mobled. (That's 3 dead stirges)
The fourth insect seems just about to choose Mobled as it's target, yet makes a last minute decision when it encounters the fumes rising from her. It soon learns it's second choice is just as poor when Doruk's guisarme screeches through the air and clips both of it's wings. Once again, a dead bug lands at Mukluk's worn leather boots.
2 left, they both seem to prefer Petrel.
I'll DMPC that Petrel readies an action with his bloodthirsty dagger and swings at the first stirge he can.
P readied vs s1: 1d20 + 8 ⇒ (16) + 8 = 24 for 1d4 ⇒ 3
s1 vs P (touch): 1d20 + 7 ⇒ (6) + 7 = 13
s2 vs P (touch): 1d20 + 7 ⇒ (17) + 7 = 24
Petrel hits for 3HP but "stirge1" lives on for revenge.
Of the two remaining stirges, Petrel manages to both simultaneously strike and nimbly avoid the first. Unfortunately the second one sinks it's needle and samples the salty blood of a native of the dirty streets of Greyhawk. (-1 Con to Petrel) It lords it's success proudly over it's four fallen friends, and seems to brag with a series of chitters that it is the wisest of all stirge-kind.
Now up: Mukluk, Doruk and Petrel in Round 1.
1--
23 Mukluk:
18 Doruk:
9+ Petrel:
9 Stirges:
9- Tiabrar:
8 Martigan:
5 Mobled:
Mukluk Muletender |
Round 2, Init 23
Mukluk draws his wand of magic missle and points it at stirge #1.
"GlimSkie!"
1d4 + 1 ⇒ (3) + 1 = 4 damage
HP: 20/20
AC: 17 (dex, mage armor, shield)
Status:
Effects:
Acids Used/Left: 2/6
GlimSkie Wand: 38/50
Mobled Muletender |
Round 2, Init 5
"Come here buggies. Mobled's happy to share a drink with ye."
The daughter of a muletender moves next to her cousin and unwraps a long chain from around her waist. On the end of it is a silver fist that looks roughly the size of a gnome's head. She begins twirling it in the air, coming a bit too close to Mukluk's noggin.
AC 15 raging (17 flatfooted until her action comes up)
HP 33+6 / 33+6
Fort +10 Reflex +3 Will +6
Weapon Equipped Silversheen dorn dergar
Rage 5 of 17 rounds used
Readied action (reach weapon): dorn dergar 1d20 + 7 ⇒ (19) + 7 = 26
1d10 + 6 ⇒ (6) + 6 = 12
Attack of opportunity if a bug provoke 1d20 + 7 ⇒ (6) + 7 = 13
1d10 + 6 ⇒ (4) + 6 = 10
Doruk |
Round 1, Initiative 18, Location H17->L17
Weapon Equipped = guisarme
Conditions = None
"Damn dirty birds. Ugly filthy things!"
Doruk moves around the staircase to just behind Petrel. Huffing in his armor it takes a double move to arrive there.
When the party splits, even just around a staircase like this, Mobled and I should be on opposite sides. He's quite a fighter, nice shiny chain!
If Doruk gets an Attack of Opprtunity (reach 10')...
Guisarme combat expertise & power attack 1d20 + 6 ⇒ (18) + 6 = 24 doing 2d4 + 9 ⇒ (1, 2) + 9 = 12 damage.
Petrel |
Petrel would sneak attack during surprise rounds or when high on init with a quickdrawn knife (= dagger). If you felt like including it, he seems to act before the stirges...
Single knife sneak 1d20 + 8 ⇒ (9) + 8 = 171d4 + 2d8 ⇒ (4) + (7, 1) = 12
Round 1
Stabbing Stirges Swiftly:
Single knife no-sneak 1d20 + 8 ⇒ (10) + 8 = 181d4 ⇒ 4
HP = 27 / 30
AC = 16 (17 vs light blades), CMD = 16
Fort = 3, Ref = 7, Will = 0
Condition: -4 strength from Duerger trap, -1 con from Duerger pet bats
DM Panic |
I rolled Petrel's surprise round for him, unfortunately only doing 3HP instead of the 12 you posted.
Your round 1 attacking the stirge which is grappling you - that would be a hit, and you'd get sneak attack as the stirge loses it's Dex bonus while attached. I'll reuse the sneak attack damage you rolled for the surprise round, which is enough to kill it.
1--
23 Mukluk: Hits s1 for -4HP, kills it
18 Doruk: Double moves
9+ Petrel: Attacks attached stirge, hits and kills it
The bat-like creatures are no more than a nuisance, as they are swiftly dispatched by the coordinated efforts of everyone.
A chill breeze rolls up the stairs downward, and you all count several orc bodies laying in the north section of this room (none of which you've approached as of yet)
I may do a "GM Chris" and keep this in initiative one more round to see how it plays out. Everyone go ahead and post 2 more rounds of actions.
Doruk |
Round 2, Initiative 18, Location L17->L13
Weapon Equipped = guisarme
Conditions = None
Doruk looks for more stirges in the air as he cautiously approaches the orcs. After moving to L13, he readies an attack against anything hostile, other than the party, that moves into his threatened area.
"Everyone watch out for more stirges. There are a number of dead orcs down here. They may have been unlucky - but there may be more stirges around as well."
Tiabrar |
Round 1, Init 9-
Tiabrar moves to M-16 and examines the stirge that had been attached to Petrel.
It's like a giant mosquito. Perhaps I could salvage that huge proboscis. But, how would I generate the sucking action? I'm not going to suck out anything's blood no matter how sweet.
Female voice: Great. You do draw the line at vampirism. Glad to know you have some boundaries.
Petrel |
I still have 4 types of stat damage to acquire before we rest for the night. Gotta catch 'em all!
After stabbing the bird-thing Petrel will take it by the neck and hurl it away at an orc corpse, looking unhappy and disgusted by the turn of events.
Throw +4 dex + 2 bab hit, assume 1 damage + sneak1d20 + 6 ⇒ (6) + 6 = 121 - 2 + 2d8 ⇒ 1 - 2 + (8, 4) = 11
"Ughk, nature is horrible."
Check it out Painlord.. I just did a sneak attack with a stirge corpse.
Martigan the Sun-Touched |
HP = 24/27
AC = 17
Weapon Equipped = Mwk Heavy Mace
Speed = 20'
Channels Left = 2/6
Cleric Spells Known (CL 3, 3 melee touch, 2 ranged touch):
2 (2/day) (D) Remove Disease (DC 15)
1 (3/day) Command (DC 14)
0 (at will) Create Water, Detect Magic, Guidance (DC 13), Light
Status Effects = None
Martigan blinks and then wipes stirge guts off his face.
"Thank you Tiabrar, I didn't even see them and they were all dead."
Petrel, wouldn't your sneak attack dice with a stirge be d4? Or do they count as daggers?
Mukluk Muletender |
LOL@Petrel
Round 2, Init 23
"Can anyone see if them orcs have pick holes in their foreheads? If not, they might get back up," Mukluk explains.
Mukluk moves to G14 and readies his wand for the next badguy he sees.
1d4 + 1 ⇒ (3) + 1 = 4 damage
Mukluk waits for someone with less dwarfsense, like Doruk or Mobled, to go check out the orcs.
I'm fine right here.
Doruk |
Round 3, Initiative 18, Location L13->L10
Weapon Equipped = guisarme
Conditions = None
"Nice shot Petrel! Nice shot indeed..."
Doruk moves up to the first orc body and pokes it a bit with his guisarme. Do any stirges fly out?
Assuming not, he peers around the corner and down the stairs into the darkness. As he has no personal light source, I imagine it's very dark and he doesn't see much.
Perception 1d20 + 2 ⇒ (15) + 2 = 17
Finally he'll ready an action to attack anything coming at him out of the darkness or out of the orc bodies.
Doctor Abner Svengalu Toffitt |
A strangely masked man appears for a moment. "If only I could teleport in the other campaign!" He then disappears in a BAMFF of smoke.
DM Panic |
Updated Map - correct me if I missed moving anyone.
No additional stirges fly out, and the party warily shifts about the room. Petrel's sneak attack with the stirge beak rustles one of the orc corpses but it doesn't "come back" (in Mule-speak).
The dead orcs are dressed differently than any other orcs you've encountered thus far. This group is dressed in the rusted remnants of chain hauberks that show signs of severe scorching. Rusted axe-heads lay near the bodies with no sign of the weapon's hafts.
Mobled approaches the door to the north, but does not see anything of note - the door is made of stone and like the rest of the walls of the chamber it features carvings. The door bears a glowering dwarven face about shoulder-high.
Petrel |
Could you remind me what the other door to the NW is? And were the lines in the middle stairs down? Is there any cover in the room, or exit in the roof like a chimney?
"We should check around for traps, or more smelly beasts from the under earth."
Petrel will take a look at the scorched orcs, the axe heads, and will look for ash or charcoal from burnt handles, or trap mechanisms he could see...
Perception 1d20 + 5 ⇒ (12) + 5 = 17
He will do this while stepping out the south door (and out of a direct line from the room) to check on the other rescued hostages & make sure everyone is okay back there.
Doruk |
"I don't like fire. It's too hard to get out of the way in all this armor."
Doruk shuffles nervously around the entrance to the stairwell, but stands his ground and waits for the more perceptive to find something noteworthy.
"We should probably check these doors before going deeper into the complex. Yes?"
DM Panic |
Yes the middle section is stairs down. The left side is the portcullis with supplies shoved up against it (to keep out the stirges).
As Mukluk inspects the dwarven door carefully, he notices eight small spouts about ten feet above the floor that are carefully worked into the stonework design. These spouts are blackened at their end, as if flames had poured out of them at some point in the past.
You've found a trap too!
Mukluk Muletender |
Mukluk calls over to Petrel.
"Hey, Petrel! Check this out! It's one of them 'Duergar' traps that I ain't sent off yet. Did you want to set this off? I can stand over here."
Mukluk points out the trap to Petrel. Mukluk then steps away.
DM Panic |
The trap is DC23, unfortunately Petrel fails by more than 5...
As the party nods knowingly to one another and moves away from Petrel, the thief begins to try to discern the nature of the trap. He clearly identifies that relationship of the pipes to fire, but not so clearly identifies the relationship between the store door and the triggering mechanism.
You all feel the heat in the northern part of the room build as liquid fire begins to pour into the northern half of the room.
It's a whopping DC23 Reflex save for half damage (or rather half/no damage for someone with Evasion like Petrel)
Fire Trap: 4d6 ⇒ (3, 4, 3, 5) = 15
The fire continues to pour out into the area in front of the stone door. Petrel manages to glimpse several alchemical tanks in the room beyond.
Decision time, the fire doesn't seem to be stopping...
Updated Map - yellow indicates the area the flames are currently bathing.
I'll need to know where Petrel goes, and what the others do, if anything.
Doruk |
Doruk waits to see if Petrel is able to run away.
Assuming he is, Doruk joins him and moves to L18. If Petrel slumps or is in any way unable to run, Doruk moves up to him and picks him up.
"C'mon Petrel, let's get out of here! Fire BAD!"
Petrel |
Reflex +7 1d20 + 7 ⇒ (3) + 7 = 10
Just not Petrel's day! Still take full damage on failed save with evasion.
Petrel will try and tumble down the stairs, rolling to put out the fire.
Acrobatics 1d20 + 10 ⇒ (8) + 10 = 18
HP = 12 / 30
AC = 16 (17 vs light blades), CMD = 16
Fort = 3, Ref = 7, Will = 0
Condition: -4 strength from Duerger trap, -1 con from Duerger pet bats
Tiabrar |
Tiabrar moves up to the edge of the fire and sees what he can of the workings of the trap hoping to find an off switch. He taps the end of his bow on the side of his head as he tries to think of what might work.
1d20 + 8 ⇒ (8) + 8 = 16 Perception
1d20 + 10 ⇒ (15) + 10 = 25 Craft (Alchemy)
1d20 + 10 ⇒ (11) + 10 = 21 Disable Device
Female voice: Water?
DM Panic |
Tiabar spots the alchemical vats within, recognizing their contents as the fuel for the fire trap, and realizing there is quite a bountiful supply of reagents within.
As Petrel tumbles away from the flames, the open door begins to slowly close on it's own, yet the flames continue to pour out into the northern half of the room.
The door shuts automatically in 2 rounds after the failed attempt to disarm the trap. 1 round has passed. Nobody is in danger - it's basically a question of if you wish to risk getting through that door for the alchemical supplies within.
Doruk |
Doruk, seeing he's all alone in his flight so far back, looks around sheepishly for a moment.
"I'll, uh, I'll check on the others, and make sure they're OK. Yeah."
He strides back trying to look confident and checks on the ex-prisoners to make sure they're OK before returning to the group.
Tiabrar |
Female voice: No!
Yes.
Female voice: At least there's no lake around here.
Tiabrar races through the fire into the room beyond.
1d20 + 8 ⇒ (10) + 8 = 18 - REF save
hp 6/21 (3d8)
Fort +4, Ref +6, Will +1
Immune sleep; Resist Elven Immunities, Poison Resistance +2
Bombs left 2/7
Mobled Muletender |
"What in Haila's holy name are ye thinkin', elf? Yer pretty hair's gettin' all singed."
Mobled dithers. She quietly assesses where Mukluk is going and then tries to get there more quickly, as though it were her idea. 'e's a smart one, but doesn't need to be told 'e's smart...
DM Panic |
Flames do 1d6 ⇒ 4 damage to Tiabrar
Tiabar rushes towards the closing door and narrowly squeezes through before it seals shut, flames rippling down his narrow frame.
Flames continue to pour out into the room with everyone else.
Now within the small room beyond the door, you come to realize this room only houses the alchemical apparatus that fuel the trap.
You quickly identify the counterweight mechanism and it's attachment to the door and two large 20-gallon copper drums filled with reagents that pumps through piping and out the small pipes that Mukluk initially discovered.
To manufacture alchemist's fire from the reagents in the tanks, you would first need to puncture and drain each tank, then combine the reagents safely. This required ~2 hours of tedious work and a DC18 Alchemist's check to produce 3d4 batches of Alchemist's Fire with the remaining liquids.
You can also unset the trap - it looks like it will continue pour flames, and precious alchemical ingredients for another 8 rounds unless you stop it. No check required.
Mukluk Muletender |
Mukluk goes in to offer any aid he can with the alchemicals.
"So...do...you...like...fire?" Mukluk casually asks Tiabrar, wondering what is wrong with the elf.
1d20 + 9 ⇒ (4) + 9 = 13 Know (Arcana)
1d20 + 7 ⇒ (6) + 7 = 13 Know (Engineering)
* * *
When Tiabrar is done pretending to be a elven wienie at a orcish elf roast, Mukluk will address the group.
"I think we've taken care of the upstairs. Do we think there is anything down that way? If there is, do we want to rest up first?"
GM Panic...is there more to this?