Petrel |
Petrel will swipe the thieves tools, then collect the smokesticks, caltrop bags and silk rope with grapple hook.
Sleight of hand on thieves tools1d20 + 8 ⇒ (17) + 8 = 25
Huh, smokesticks. These would be better good if we evers fight someone at night or in magical darkness. Would really even the score.
Doruk |
"We'll see if this comes in handy. Doruk you should let Petrel handle the traps, we may not be so lucky next time."
"Agreed. That was too close for my comfort!"
Doruk leads... after traps are cleared.
DM Panic |
You push the double doors open and enter the room beyond.
A grand staircase rises up to the second floor of the manor. A gilded chandelier hands from the ceiling, covered in cobwebs and dust. Several paintings, which look to have been torn into pieces by a knife or dagger adorn the walls.
D: 1d20 + 8 ⇒ (9) + 8 = 17
Perception
Aralynn: 1d20 + 13 ⇒ (16) + 13 = 29
Doruk: 1d20 + 2 ⇒ (1) + 2 = 3
Martigan: 1d20 + 3 ⇒ (3) + 3 = 6
Mukluk: 1d20 + 5 ⇒ (15) + 5 = 20
Petrel: 1d20 + 3 ⇒ (1) + 3 = 4
Aralynn and Mukluk spot the shadow of a woman crouched in the upper landing area.
Initiative Rolls
Aralynn: 1d20 + 4 ⇒ (12) + 4 = 16
Doruk: 1d20 + 1 ⇒ (10) + 1 = 11
Martigan: 1d20 ⇒ 13
Mukluk: 1d20 + 4 ⇒ (15) + 4 = 19
Petrel: 1d20 + 4 ⇒ (16) + 4 = 20
"D": 1d20 + 4 ⇒ (3) + 4 = 7
Initiative
Petrel 20 :
Mukluk 19 :
Aralynn 16 :
Martigan 13 :
Doruk 11 :
"D" 7 :
The woman upstairs is doing something... Aralynn and M.M. get to act before her in a surprise round.
Note: the woman has partial cover (+4AC) from the railing and posts that adorn the second floor landing.
Updated Map - shows the surprise round before any actions.
Mukluk Muletender |
Mukluk looks at Aralynn and then at the precarious chandelier above her.
She saw the danger, but instead chose to stand under it. She's about as sharp as those arrows she shoots. Yeah, them funky ones that don't kill, only knock the wind out.
"Get out of the way, woman!"
Aralynn Huntinghawk |
"Get out of the way, woman!"
As soon as I'm able to you sorry excuse for a mule. Running and lying down seems to be our employers' answer for everything.
Aralynn sighs and keeps her eyes and her bow trained on the woman in the upper landing.
DM Panic |
Damn you for seeing the foreshadowing! The chandelier yells FEED ME!
Surprise ---
Mukluk 19 : Smartly moves away
Aralynn 16 : Fires her bow, hit for -9HP
"D" 7 : Cuts the cord securing the chandelier
1---
Petrel 20 :
Mukluk 19 :
Aralynn 16 :
Martigan 13 :
Doruk 11 :
"D" 7 :
Mukluk senses the chandelier is a dangerous weapon in the wrong hands while Aralynn seizes the opportunity to send an arrow up at the woman. Her arrow clips the woman's exposed arm as she shrikes in surprise.
Only hit because she was flat-footed!
The woman finishes her work, cutting the rope securing the chandelier and it plummets to the ground with a thunderous crash.
Petrel and Doruk are in the path of the crashing chandelier (K,15):(M,16)
Chandelier damage: 2d6 ⇒ (5, 3) = 8
DC12 Reflex for half damage.
Now everyone is up!
Updated Map shows Round 1 before anyone has moved.
Consider the 4 squares where the chandelier dropped rough terrain.
Mukluk Muletender |
Round1, Init 20
Mukluk will move to O15 and turn at look at the woman.
"Dang it! Why'd you hafta do that!?"
Mukluk we create an acid cloud on her position, centered on point bc:13/14.
1d6 ⇒ 1 acid damage + sick for one round (DC13 save for half and not sick)
Acid Cloud: (1d6) (6/day) (DC 13)
Acid Cloud (Su): Stnd action: create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. Deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. DC= (10+1/2 level+Int mod)=13.
Sickness = –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
HP: 6/8
AC: 12 (13 with shield)
Status:
Effects:
Acids Used/Left: 1/6
Martigan the Sun-Touched |
Round 1 Initiative 13 {J,15}
HP = 10
AC = 17
Weapon Equipped = Light Crossbow
Speed = 20'
Channels Left = 2/6
Cleric Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Purify Food and Drink (DC 13), Create Water, Light
1 Sun Metal (DC 14)
Status Effects = None
Martigan takes his new found crossbow and attempts to stick a sharp object into the woman who enjoys cutting down chandiliers.
Light Crossbow
1d20 ⇒ 91d8 ⇒ 5
Aralynn Huntinghawk |
Round 1, Init 20
HP 9 Fort +2, Ref +4, Will +6
Araylnn takes a step and fires two quick arrows at the woman on the balcony without success.
5' step to 17-K
-----Flurry with bow (pointblank)-----
1d20 + 2 - 1 + 1 ⇒ (13) + 2 - 1 + 1 = 15 - not including cover
1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
1d20 + 2 - 1 + 1 ⇒ (7) + 2 - 1 + 1 = 9 - not including cover
1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Petrel |
Round 1, init 20, location K16
Petrel is distracted with a count of how many of the green dagger gang they have encountered so far vs how many are said to be upstairs.
Was it one plus two plus two plus one, or one plus two plus *one* plus one?
Reflex +6 save vs DC 12 1d20 + 6 ⇒ (4) + 6 = 10
As a consequence he is clobbered by the falling chandelier.
HP = 4 / 12
AC = 16, CMD = 14
Fort = 2, Ref = 6, Will = -1
Condition: None
Wheezing, he will stumble up the stairs to the landing (P, 15). There he will attempt to get a better look at who they are dealing with, while being alert for further attacks.
Total defense, AC 20
DM Panic |
1---
Petrel 20 : Moves to landing, total defense
Mukluk 19 : acid cloud, moves to stairs
Aralynn 16 : fires two arrows, misses, moves 5ft
Martigan 13 : fires crossbow, misses
Doruk 11 : TBD
"D" 7 : (-10HP) TBD
Dalta Fort vs Acid: 1d20 + 3 ⇒ (18) + 3 = 21
A cloud of acid springs forth on top of the woman, but she looks practically unphased by it. Two arrows and bolt also litter the upstairs railing as the woman cackles.
"Knew it was a lucky shot first time, hon!"
Petrel carefully moves up the stairs, ready to dodge or evade any incoming attack.
Just waiting on Doruk then Dalta gets her action in.
Updated Map - show round 1 prior to Doruk and Dalta acting.
Doruk |
Round 1, Initiative 11, Location K 15 -> c 18
Weapon Equipped = Guisarme
Conditions = none
Reflex save 1d20 + 1 ⇒ (17) + 1 = 18 vs DC 12
Doruk takes 4 points of damage from the chandelier and wonders if this group has any healing or if it is better to withdraw at this point. Seeing no movement to the rear from his cohorts he decides to press his luck...
Doruk moves to c 18 (double move assuming the stairs are difficult terrain).
I hope this isn't my last move! He tries to blink the blood out of his eyes.
DM Panic |
Round 1 Continued
Blood dripping from a wound on his scalp, Doruk shrugs it off, ascend the stairs and closes with the woman.
Seeing him reach her, she sneers in disappointment.
"And here I was hoping to show your friends how shooting a bow is done proper!"
5ft step
Attack (rapier): 1d20 + 6 ⇒ (7) + 6 = 13
Damage (rapier): 1d6 + 1 ⇒ (3) + 1 = 4
She draws her rapier, and with a heavy wooden shield in her left hand, she steps forward, thrusting it's point at Doruk's chest. Luckily the Shieldlander pivots to avoid the attack just in time.
Round 2, you all go again!
Updated Map shows round 2 before anyone has acted.
Aralynn Huntinghawk |
Round 2, Init 16
AC 16, touch 16, flat-footed 14 (+2 Dex)
HP 9 Fort +2, Ref +4, Will +6
Araylnn smiles to see Doruk avoid most of the chandelier and engage the woman. She fires two more arrows, trying to slip them past the cover without hitting Doruk.
-----Flurry with bow (pointblank)-----
1d20 + 2 - 1 + 1 ⇒ (15) + 2 - 1 + 1 = 17 - Not counting cover
1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
1d20 + 2 - 1 + 1 ⇒ (11) + 2 - 1 + 1 = 13 - Not counting cover
1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Martigan the Sun-Touched |
Round 2 Initiative 13 {J,15}
HP = 10
AC = 17
Weapon Equipped = Light Crossbow
Speed = 20'
Channels Left = 2/6
Cleric Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Purify Food and Drink (DC 13), Create Water, Light
1
Status Effects = None
Martigan, seeing the state of his companions, moves through the wreckage of the chandelier to channel the power of the sun into them.
Move to {M,15} and Channel Positive Energy, excluding Dalta
1d6 ⇒ 6
DM Panic |
2---
Petrel 20 : TBD
Mukluk 19 : moves to (f,13) and... crash!
Aralynn 16 : fires two arrows, misses
Martigan 13 : channels for +6HP
Doruk 11 : TBD
"D" 7 : (-10HP) TBD
As Mukluk ascends the second set of steps to the west, as his foot comes off a step in the middle, he hears a clicking sound followed by a loud snap. The stairs shudder and collapse, bringing the dwarf with them to the ground below.
DC15 Reflex save or take 2d6 damage from the collapsing stairs. These steps will no longer be useful to reach the 2nd level.
Aralynn, trying to ignore the cacophonous noise, aims two arrows but finds the woman exceedingly difficult to hit with her cover and Doruk flashing between them in combat. The woman's sheer speed, and her keeping her shield facing all arrows and bolts making her all but impossible to hit.
Dalta is AC19. For her cover and her being in combat, you'll take a -8 penalty now (making her AC27 without penalties)
Martigan's healing mends wounds and injuries sustained by the others.
Petrel and Doruk still to go.
Doruk |
Round 2, Initiative 11, Location K 15 -> K 16
Weapon Equipped = Guisarme
Conditions = none
"So you have no interest in talking this out? I don't see any advantage to either side in all this blood letting!"
That said...
Doruk takes a 5' step back and tries to do some damage with his Guisarme.
I should trip her to give her time to respond, but that would only give her more cover from my allies!
Guisarme attack 1d20 + 5 ⇒ (14) + 5 = 19 doing 2d4 + 4 ⇒ (2, 1) + 4 = 7 damage.
"Thanks for the help Martigan!"
DM Panic |
2---
Petrel 20 : TBD
Mukluk 19 : moves to (f,13) and... crash!
Aralynn 16 : fires two arrows, misses
Martigan 13 : channels for +6HP
Doruk 11 : Hits Dalta for -9HP
"D" 7 : (-19HP) Bleeds
Dalta appears to have no interest other than sticking Doruk with the pointy end of her rapier...
Unfortunately, Doruk is faster, bringing his guisarme around, he slices the woman across her neck when she's distracted by the arrows firing at her from below. With a gurgle, she collapses back to the ground.
Out of combat.
Yes I suppose Petrel could have crossed the stairwell trap first, but apparently he was insanely clever by hesitating. I tend to favor resolving everyone's actions if only one character is missing. Think of the system as almost group initiative since I roll for the bad guys as an average most of the time.
Damage for stairs trap: 2d6 ⇒ (3, 3) = 6
And yes, M.M. nets zero between the trap and the channel!
Doruk |
Doruk turns to the leadership, "Perhaps we should save her and try to barter our way further?"
He then carefully cleans his weapons and his wounds before thanking Martigan again, "Well healed sir and I sorely needed it. I'm still slightly injured, but it can keep for now."
Always make friends with the healer. They'll keep you alive to deal with everyone else another day.
Martigan the Sun-Touched |
"You're welcome Doruk. I can only do that once more today. Do we want it used now or later? Good job finding that trap Mukluk, it distracted her just in time."
Martigan rushes up the stairs (the extant ones) to save Dalta's life and grab a bargaining chip.
Heal 1d20 + 7 ⇒ (5) + 7 = 12
Mukluk Muletender |
Mukluk picks himself up and dusts himself off.
grumble
"I'd better check those vials I picked up to see if they broke in the fall."
Mukluk will remove the vials and check them.
1d20 + 7 ⇒ (10) + 7 = 17 Spellcraft to ID vials
If that's a fail, I'll ask Aralynn to see if these are common potions.
1d20 + 13 ⇒ (2) + 13 = 15 perception to ID vials
Geez. She's worse than I am at this!
Mukluk will then cast detect magic, scanning the room.
Petrel |
In theory, Petrel could go first over these stairs..
I stayed up way too late playing Bastion & was slow to turn on the computer this morning.
Petrel's action was going to be go up those same stairs to flank, only to find he was short of movement due to encumbrance. At D, 13 he would have thrown his coil of rope off in disgust.
DM Panic |
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (16) + 7 = 23
Of the 5 vials you identify them as:
2x Potion of Cure Light Wounds
2x Alchemist Fire
1x Acid
Reminder that the longsword and one rapier are dwarven-made and masterwork.
Dalta's quarrel of crossbow bolts radiates magic, as well as her wooden shield.
A 50ft coil of rope and a grappling hook rests at the bottom of the stairs.
Mukluk Muletender |
"Doruk, take this for your wounds. I believe they will heal you." Mukluk will avoid giving Doruk the acid to drink, and instead offer him both the potions of CLW.
Were I a silly gnome, I'm sure I'd think that was a good prank. Hawhaw.
While he has detect magic running, he will attempt to identify the bolts and shield.
1d20 + 7 ⇒ (8) + 7 = 15 Spellcraft on the bolts
1d20 + 7 ⇒ (2) + 7 = 9 Spellcraft on the shield
"Alchemist's fire, anyone? Martigan?" Mukluk will offer the useful consumables around.
Aralynn Huntinghawk |
Araylnn proceeds upstairs, stands at 17-c, and bluntly announces to any who care, "The doors look safe to me. We can gather up the things when were done here or are you in the habit of letting your enemies get away? Can I get you some tea perhaps?"
1d20 + 13 ⇒ (4) + 13 = 17 - perception
Mukluk Muletender |
Mukluk will nod to Petrel and Doruk, "The 'lady' says the doors are safe. Let's open them and get in there. In case any of you have missed it, this place is loaded with traps."
Mukluk rolls his eyes at his own silliness.
Rigged stairs? Who does that? This is why dwarves build out of solid stone...much more difficult to rig into a deathtrap.
Mukluk will stand at c17, unless someone else wants/needs that spot.
Doruk |
When the party is in position, and the doors have been checked for traps, he will open them from the side so that he's not directly in the way of the ballista bolt (or whatever else they have planned in there).
After a brief delay, he'll enter the room.
They had to hear the combat, they know we're coming.
DM Panic |
After the group's brief respite, Doruk opens the double doors to a hallway beyond (G14).
A blue threadbare rug lies on the floor of this hallway and grimy chairs sit against the walls. Strips of cloth have been used to cover a door to the east.
A quick inspection of the hallway finds the door to the roof and another room are both locked. With a few minutes of effort, Petrel makes quick work of both locks after finding no traps of note.
The first room (G16) contains a large map of the River Quarter displayed on a large table next to two ledgers. The walls are free of cracks and look recently painted. The floor is clean and the furniture here is free of filth.
The second room (G17), with a previously locked door contains two bunks pushed up against the far wall with a large table between them. A wooden wardrobe stands next to the door.
The double doors to the outside (G18) were locked but picked by Petrel.
The single door to the dark area off the hallway covered by the cloth strips appears to be untrapped and unlocked.
None of you have entered the two now open rooms (G16 and G17) and all still stand in the hallway.
Updated Map - shows upstairs hallway and 2 new rooms.
Mukluk Muletender |
Mukluk, having been bitten by a trap already, will cast detect magic from the safety of the hallway on both rooms (b15, if Petrel has already been in the hallway).
"Somebody watch those doors, eh? I'll be concentrating over here."
DM Panic |
No magic auras can be detected in either room.
The rug appears perfectly safe to walk across.
Petrel enters the planning room and takes a look at the map while opening up the first of the ledgers. It appears to detail the expenses and purchases of the gang. The purchases all seem fairly mundane - food, daggers, leather armor.
The second ledger has a small lock on the cover.
I'll presume Petrel will take 10 to open it (it's DC15).
The lock doesn't stop Petrel much as he jimmies it open with ease.
Inside there's a daily log of the gang's activities. Scanning it you see the gang hasn't done anything for two solid weeks.
Something of particular note is the latest entry indicates "Irontusk" was hired to perform a mission for someone referred to as "the healer".
At the end of this ledger, there is a detail of the gang members who are "infected" or "dead". The only gang members listed as neither are Dalta, Tisa, Risa and Cyrathas. The infected names you all recognize as the rogues downstairs.
Petrel |
The rug appears perfectly safe to walk across.
Note DM Panic only said it appears safe, not that it is safe! :)
Petrel is not walking on it and will comically teeter around the edge of the rug to avoid being the first one to tread on it.
The second ledger has a small lock on the cover.The lock doesn't stop Petrel much as he jimmies it open with ease.
Inside there's a daily log of the gang's activities. Scanning it you see the gang hasn't done anything for two solid weeks.
Something of particular note is the latest entry indicates "Irontusk" was hired to perform a mission for someone referred to as "the healer".
At the end of this ledger, there is a detail of the gang members who are "infected" or "dead". The only gang members listed as neither are Dalta, Tisa, Risa and Cyrathas. The infected names you all recognize as the rogues downstairs.
Petrel will share the information about how Irontusk's Green Dagger mission was for someone named only as "the healer."
He will then write "dead" next to Dalta's name in the ledger.