GMDQ |
Lark, you are sickened for 1d6 + 4 ⇒ (2) + 4 = 6 minutes (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). I do not believe you have to make another saving throw until this duration ends..
GMDQ |
Also, a reminder in case it is relevant: you cannot 5' step around a corner.
GMDQ |
Muffin gets about 10 feet into the tree, and observes that the spyglass in it is very shiny. He can see over the edge of the ridge into the sea beyond to the south, and there is a lot of water there. He sees some movement below the ridge that is very interesting, because it is movement and movement is always interesting, but it is very far away. He also sees "sea-trees" jutting out of the water--the masts of a sunken ship.
Threnody 'Thren' Nocturne |
Rosie's Fortitude save: 1d20 + 3 ⇒ (20) + 3 = 23
Rosie moves up, the horrible smell doing nothing to slow her down, and swings at the ghoul leading the way.
attack vs. ghoul 2: 1d20 + 7 ⇒ (14) + 7 = 21
damage vs. ghoul 2: 1d4 + 3 ⇒ (1) + 3 = 4
The edge of her trusty handaxe slashes the ghoul across the thigh, not a deep wound, but enough to give it pause.
GMDQ |
Rosie hits the ghoul and manages a glance over into the hut. "F~&$ing hells, the poor soul!" she cries, but can't get much else out as the ghoul she is facing begins its responding attack.
Ghoul 2 Bite Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Ghoul 2 Claw Attack 1: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Ghoul 2 Claw Attack 2: 1d2 + 3 ⇒ (1) + 3 = 4
Taking the liberty here to speed things along
Rosie Fortitude Save vs Disease: 1d20 + 4 ⇒ (15) + 4 = 19
Rosie Fortitude Save vs Paralysis#1: 1d20 + 4 ⇒ (16) + 4 = 20
Rosie Fortitude Save vs Paralysis#2: 1d20 + 4 ⇒ (2) + 4 = 6
Paralysis Duration: 1d4 + 1 ⇒ (2) + 1 = 3
The ghoul responds, savagely sinking its teeth into her arm while slashing at her opposite shoulder with its long, filthy claws. At this second attack, Rosie stiffens unnaturally and ceases moving--axe still in hand, but unresponsive as the hideous undead creature continues to chew on her flesh.
The ghoul within the hut hacks at something within, with a resulting sound akin to a knife going through a rope, followed by a slow creak.
Lark and Thren up
Lark Greenwood |
Move, Attack
Lark approaches the ghoul and slashes at it with his sword.
Attack, ghoul 2: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Damage, ghoul 2: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Struggling to focus through waves of nausea Lark manages to open a deep wound in the ghoul.
I assume I don't get sneak attack damage with Rosie paralyzed.
Threnody 'Thren' Nocturne |
Fort save: 1d20 + 3 ⇒ (8) + 3 = 11
"What IS that smell?" Thren gags as she closes on the nearest ghoul. Thren still manages to begin a battle song as she draws up to the undead creature, a Pharasmin chant.
Inspire courage, round 1.
GMDQ |
Re: sneak attack: no, in order to flank/provide flanking, you need to be able to make a melee attack, which Rosie can't do right now.
Duration of Threnody's sickened condition: 1d6 + 4 ⇒ (1) + 4 = 5 minutes
As Lark and Thren move toward the ghoul, they can see in the hut--a human figure hanging by its neck from a rope tied to the ceiling, which jerks about with spasmodic motion. The ghoul in the hut has been clawing at the rope, and it looks like it is about to break.
Round 2
Order of Combat
Lee: hp 20/20 | AC 13 T 13 FF 11 | CMD 14
Rosie: hp 6/17 | AC 15 T 13 FF 13 | CMD 16; paralyzed round 1/3
Ghoul 1: hp 2/13 | AC 14 T12 T12 | CMD 14
Ghoul 2: hp 13/13 | AC 14 T12 T12 | CMD 14
Lark: hp 23/29 | AC 18 T 14 FF 14 | CMD 17; sickened
Threnody: hp 19/27 | AC 16 T 12 FF 14 | CMD 14; sickened
????: hp ??? AC ?? ?? ?? | ??
Inspire Courage
Lee is up
Lehland O'Neld |
Lee takes a 5' step and fires off a spell.
Damage - Ghoul #1 - Magic Missile (wand): 1d4 + 1 ⇒ (1) + 1 = 2
Ah. Minimum damage. Thank you, psychotic dice roller. Luckily, in this case, the minimum is sufficient for getting the job done.
4 charges remain on the wand
I changed Lee's AC on his stat line to reflect the effect of the Mage Armor he's cast on himself.
I'm assuming that someone has blurted out something about the hanging person in the hut.
"Magic Missile won't work on rope. If were going to cut whoever that is down we need to get thru these ghouls. Ghoul, actually, but still..."
Muffin the Familiar |
Muffin continues to climb, make sure to not touch the spyglass.
He'll find a comfy spot to relax and track the interesting movement.
GMDQ |
The ghoul chewing on Rosie jerks back as it is struck by the magic force bolt and then falls, beginning its rapid decay.
The other ghoul, sensing its partner's demise, turns around and slashes at the closest thing moving, Lark.
I'm gonna say the broken doorway in Lark's square gives Lark partial cover - +2 to AC - but of course then the ghoul gets the same bonus vs Lark
Ghoul 1 Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Miss due to cover
Ghoul 1 Claw #1: 1d20 + 3 ⇒ (3) + 3 = 6
Ghoul 1 Claw #2: 1d20 + 3 ⇒ (20) + 3 = 23
Claw 2 Crit Confirmation: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
The ghoul connects with one claw, brutally slicing into Lark's leg.
Lark, please attempt a DC 13 Fortitude save, or you are paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3 rounds
Lark and Thren are up
Lark Greenwood |
Fortitude vs paralysis, DC 13: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Full attack
Lark grits his teeth against the painful claw wound and attacks with both sword and dagger.
Attack ghoul, s.sword: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Attack ghoul, dagger: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Damage: 1d6 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Poking through the broken door Lark's sword manages to score its target.
GMDQ |
Are you adding your inspire courage bonus in there? Just want to be sure--that +1 damage can be important sometimes. :)
Threnody 'Thren' Nocturne |
attack ghoul: 1d20 + 4 + 1 + 1 - 2 ⇒ (5) + 4 + 1 + 1 - 2 = 9
The horrid smell causes Thren's eyes to water as she steps up to stab at the next ghoul with her rapier. She focuses her power through the blade, but the stroke misses cleanly, whistling past the undead monster's ear. But she manages to hold down her churning stomach well enough to continue to sing.
Standard action: Swing and a miss
Move action: 5' step up to ghoul
Swift action: Arcane strike
Free action: Maintain inspire courage, round 2
GMDQ |
The half severed rope holding the body within the hut has been spinning from the activity, and at this moment, the rope breaks, dropping the body to the floor.
Horrifyingly, the body--a human male, though with one eyeball falling out and flesh showing obvious signs of decay--stands up of its own accord and bears sharp teeth much like the other ghouls. It straightens itself, looking at its own claws and decrepit form before snarling at the crewmates. It is obvious as he moves that he is the source of the
Round 3
Lee: hp 20/20 | AC 13 T 13 FF 11 | CMD 14
Rosie: hp 6/17 | AC 15 T 13 FF 13 | CMD 16; paralyzed round 2/3
Ghoul 2: hp 8/13 | AC 14 T12 T12 | CMD 14
Lark: hp 23/29 | AC 18 T 14 FF 14 | CMD 17; sickened
Threnody: hp 19/27 | AC 16 T 12 FF 14 | CMD 14; sickened
Arron: hp 17/17 | AC 18 T16 T16 | CMD 18
Inspire Courage
Lee is up
Lehland O'Neld |
Lee takes a 5' step and lets Ghoul #2 feel the might of his arcane power.
Magic Missile Damage vs Ghoul #2: 2d4 + 2 ⇒ (4, 2) + 2 = 8
3 of 6 spells for the day remaining.
"Now that is a heck of a thing."
GMDQ |
"source of the stench" is the way that sentence is supposed to end. Lee takes out Ghoul 2 so Lark and Thren are up.
Lark Greenwood |
Ready action - standard attack if the ghoul moves into range.
"Nice one, Lee!" Looking at this new ghoul with a touch of fear Lark says, "Any bright ideas for dealing with this one?"
Lark braces himself and raises his sword. He is ready to strike but remains behind the cover of the broken door.
Threnody 'Thren' Nocturne |
Ready action: standard attack if the ghoul moves into range.
Thren grimly mirrors Lark's stance, readying her rapier. She continues to sing, waiting for the new monster to come within reach.
Free action: maintain inspire courage, round 3
GMDQ |
The rather ghastly ghoul--in fact, let's just call it a "ghast"--looks at the group crowding in the doorway, as if beckoning him to stand in the remains of the other ghoul that freed him and attack them. But instead of moving forward, the ghast leans over to open a chest at the end of the bed in the small but surprisingly well-appointed hut, and pulls out a spear. He hefts it, preparing for a throw. Two move actions
It moves its jaw a few times, a swollen blue tongue lolling out as it attempts speech. ”Hungry,” it rasps to the waiting adventurers, ”Not stupid.”
Threnody has the best view through the door and can see the chest the creature reached into is full of other things, including more spears. The desk behind him has a book sitting open and writing implements upon it.
Round 4
Lee: hp 20/20 | AC 13 T 13 FF 11 | CMD 14
Rosie: hp 6/17 | AC 15 T 13 FF 13 | CMD 16; paralyzed round 3/3
Lark: hp 23/29 | AC 18 T 14 FF 14 | CMD 17; sickened
Threnody: hp 19/27 | AC 16 T 12 FF 14 | CMD 14; sickened
Arron: hp 17/17 | AC 18 T16 T16 | CMD 18
Inspire Courage
Note: furniture drawn on the map is considered difficult terrain (2 squares of movement to enter)
Lee is up, and his friends are completely blocking his line of sight through the doorway.
GMDQ |
I should clarify: I am using the "line of sight" in the mechanical sense in that enemies beyond have total concealment (50% miss chance) from you regarding things like ranged attacks. Some spells also require line of sight. "Line of effect" is still supposed to be available as long as there's a 1 foot "hole" in the obstacle, which I'll rule he can see enough around Threnody that that counts. AFAIK magic missile merely requires line of effect. Lee is aware there is a bad thing in there, he can see it moving, and his friends look ready to attack it. By all means if he wishes to delay his action, that is fine, but I wanted to be sure you understood what I was saying (which was mainly a convoluted way of saying ray of frost or sling attacks would be a bad idea)
Lark Greenwood |
Can Lark 5' step due east? How about north-east? Both require going through the door. Maybe one or both count as "around a corner?" Due east there seems to be something small on the map, but I'm not sure if it counts as furniture/difficult terrain.
I'm quite worried about being paralyzed, but I don't feel like we have great options for pulling back and fighting ranged. Plus that would leave Rosie exposed... just thinking out loud. Any thoughts?
GMDQ |
You cannot 5' step through the wall, nor into the doorway through the broken door debris protecting you. You can move normally through Threnody into the square next to the ghast and make a standard attack. Threnody can 5' step through the door.
It occurs to me because you all now are moving before the monster, you have flexibility in posting your actions--you don't have to (but can) wait to see what someone else does first. I.e. you all can act in a "party block." I hope that makes sense.
As for ranged attacks that is up to you. Some of you have ranged and splash weapons. The only problem you have with ranged attacks right now is Threnody is blocking the doorway, acting as a source of soft cover for you and blocking los for Lee.
Lehland O'Neld |
Given that explanation, Lee's decision to hold doesn't make sense. He will act as usual.
Lee uncorks a Magic Missile at the bad thing in the hut.
Magic Missile Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5 - meh.
2 of 6 spells remain for the day.
Lark Greenwood |
Move, Attack
Here goes nothing...
Lark steps past Threnody and maneuvers into the the corner of the hut. "I thought this place smelled bad from the outside!" On the word 'outside' Lark tries to bury his sword inside the ghast.
Attack, ghast: 1d20 + 5 + 1 - 2 ⇒ (12) + 5 + 1 - 2 = 16
The horrid odor in the hut makes Lark gag and throws his attack off target.
Threnody 'Thren' Nocturne |
attack vs. ghast: 1d20 + 4 + 1 + 1 - 2 ⇒ (1) + 4 + 1 + 1 - 2 = 5
Thren steps up shoulder to shoulder with Lark, but her quick thrust is pushed off-course by a wave of stench. Her wretching nearly results in a new hole in her tail instead of the undead foe. The glow of her blade fades and she lets out a sigh of relief that she failed to stab herself...while trying to hold down her last meal.
Standard action: attempt to make new piercing in own body
Move action: 5' step forward
Swift action: Arcane strike
Free action: maintain inspire courage, round 4
GMDQ |
I finally realized that the door-cutter tool in the mapping program put the door off center and that's why it's been hard to understand where the door is and how you can move. All the while you all having the nerve to not read my mind to understand how I'm interpreting the terrain. ;) I have drawn a black line to show mechanically where the wall is, and a pale blue line to show mechanically where the doorway is.
A reminder: all squares in the hut are considered difficult terrain and cannot be 5' stepped through
Lathiira, I don't think the die roller likes the new name you gave it. ;)
The creature gives a disjointed shrug and rasps, "Suit your...selvessss"(free action), drops the spear (free action), and having hanged there for weeks and being VERY hungry, it lays into the more wounded of the two nicely coming toward him.
Full attack on Threnody
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Claw #1: 1d20 + 5 ⇒ (10) + 5 = 15
Claw #2: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Hey look, rare 10s and 11s. Yay?
While missing with one swipe, it digs into her outstretched sword-arm with one claw while biting deeply into her shoulder, taking out a good chunk of flesh, chewing, and swallowing.
Threnody, three DC 15 Fortitude saves please, 1 versus disease and two versus paralysis.
Round 5
Lee: hp 20/20 | AC 13 T 13 FF 11 | CMD 14
Rosie: hp 6/17 | AC 15 T 13 FF 13 | CMD 16
Lark: hp 23/29 | AC 18 T 14 FF 14 | CMD 17; sickened
Threnody: hp 19/27 | AC 16 T 12 FF 14 | CMD 14; sickened (and anything else?
Arron: hp 17/17 | AC 18 T16 T16 | CMD 18
Inspire Courage
Rosie shudders and finally begins to move, sputtering, "That was f$%~ing awful!"
Threnody 'Thren' Nocturne |
Here I thought it liked the name, given the die roller has lived up to it so well.
Fort save, DC 15, disease: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Fort save, DC 15, paralysis: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Fort save, DC 15, paralysis: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
The bite immediately looks ugly as the monster tears into her shoulder. The bard screams in pain as the undead creature's claw then scores a line of blood across her ribs, but the scream is cut off as her muscles immediately begin to lock up.
Paralyzed. Inspire courage ends.
Lark Greenwood |
Full Attack on the ghast, sword and dagger
Hearing Threnody's voice go silent Lark redoubles his efforts to end this fight.
Short Sword: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Dagger: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Damage: 1d4 - 2 ⇒ (1) - 2 = -1
Lee hit the ghast for 5, right? So should it be at 12 to start this round? Also, can Rosie act this round?
GMDQ |
Rosie can act this round, yes, and I forgot to change the ghast's HP. It should be a 12. And now 11, since you always do a minimum of 1 damage if you hit.
GMDQ |
Imagine you are three feet tall. Directly in front of you, about 15-20 feet away is a small, 15 foot wide hut with no windows. There is an open doorway in the middle of the wall. Just past the doorway stands a (currently motionless) woman, tall with horns and a tail. She is directly in front of you, with your natural line of sight probably falling just above her hips. On the other side of her stands a man of average height. How much of the man can you see past the woman? 80% or 50%? Or another number? I'll. Let you pick. Whatever that is, that will determine your miss chance. For ranged attacks. Alternately, we could call Thren "soft cover" and give Arron a +4 cover bonus to AC. What do you think?
Lehland O'Neld |
iAh. I was thinking that paralyzed people fall down and that Lee might be looking over a prone Thren or standing Rosie next round.
GMDQ |
Duration of Thren's paralysis: 1d4 + 1 ⇒ (3) + 1 = 4
Unfortunately for you, Lee, paralysis makes someone "rooted to the spot, frozen." You may be thinking of the fact that a paralyzed flying creature falls to the ground. I'm sending you a private message, btw.
Given things are going a little roughly, you all may wish to discuss tactics in the discussion thread. One of the challenges of not being at table is you can't talk things over and I'm noticing you guys aren't using your usual teamwork that usually defeats me and my monsters so easily. :)
Lehland O'Neld |
Lee takes a 5' step and hands Rosie a Potion of Cure Moderate Wounds.
"Drink up. Don't leave Lark in there alone," Lee suggests.
I think that's 2d8+3 for Rosie, which should be enough to get her back into the game.
GMDQ |
In the interests of moving things along...
Rosie quaffs the potion, instantly looking much better. In exchange, she hands Lee her pouch containing 2 acid flasks in case he needs backup.
"Defend yourself Lark, I'm comin'"
HP healed: 2d8 + 3 ⇒ (5, 4) + 3 = 12
GMDQ |
Meanwhile, the ghast turns on Lark.
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
Claw 1: 1d20 + 5 ⇒ (7) + 5 = 12
Claw 2: 1d20 + 5 ⇒ (3) + 5 = 8
But suddenly seems to be holding back.
New round. On my phone so can't paste order. Ghast at 11 HP.
GMDQ |
I do need a CMB check since you're fighting her rigidity, but her CMD is at a -5 penalty, so it shouldn't be too hard.
GMDQ |
Also, you may also drag a person 5 feet. I have corrected the battle map with the presumption you succeed, but I still need a roll from you. IF you succeed on the roll by 5 or more, you may drag 5 feet further.
GMDQ |
Seeing Lee struggle to find a tasteful spot to grab Threnody and drag her back, Rosie tries a different approach.
Reposition: 1d20 + 4 ⇒ (10) + 4 = 14
Using Thren's tail as a lever, then counterbalancing with Threnody's elbow, Rosie steps under the tiefling's arm and neatly spins Threnody around, even managing to slide her well out of harm's way. Rosie in the meantime now stands where Threnody is.
Rosie then tries to tumble safely into a position more advantageous for Lark to do whatever he wants to do.
Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
She is not quite fast enough and the ghast tries to swipe at her as she passes.
Attack of Opportunity: 1d20 + 5 ⇒ (18) + 5 = 23
F+$! you, Crankipator. I know I'm not supposed to be rooting for you guys, but still. ;)
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
GMDQ |
Rosie Fort Save vs Paralysis: 1d20 + 4 ⇒ (20) + 4 = 24
On another note, Lee, did you roll your Fortitude save when you entered the Stench aura to try to drag Thren?
Lark Greenwood |
Move, Attack
Since Rosie went to all that trouble, the least Lark can do is flank with her.
Lark hops onto the end of the bed and hacks at the ghast with his sword.
Short Sword: 1d20 + 5 + 2 - 2 ⇒ (14) + 5 + 2 - 2 = 19
Damage + Sneak Attack: 1d6 + 3 + 2d6 - 2 ⇒ (6) + 3 + (4, 4) - 2 = 15
The slight elevation of the bed gives Lark just the right angle to decapitate the creature. "Rosie! That was a perfectly timed distraction!"
GMDQ |
Rosie is at 12 hp, Lark is at 16, and Threnody at 12, if I've included all recent damage correctly.
Lark's sword cuts through both the hangman's collar and the ghast's neck cleanly. The already dessicating head lands with a thunk on the floor by the stool the man kicked to try to end his life. The remains of his mouth are, maybe disconcertingly, pulled back in what looks like a soft smile.
Rosie replies to Lark with a smile of relief, "Glad to help, Lark! I'm just sorry I didn't do more damage myself!"
You notice the a gold wedding ring (worth 50 gp) on the ghast's hand, although pulling at it causes his finger to come off with it. While his boots are rotting, the buckles are salvageable: three pairs of silver buckles, each pair worth 5 gp each. One of the ghouls, in female courtesan garb, wears a silver hatpin worth 5 gp, akin to those you found in the tent in the jungle. The last ghoul, a male naval officer, has a worn leather pouch containing a potion of water breathing. The spear the ghast grabbed also lies on the floor where he dropped it.
Now that the fight is over, you can also properly take in the contents of the hut. It is furnished in finely crafted hardwood items clearly out of place in this makeshift lodge, including a a small writing desk and a comfortable bed protected with mosquito netting. The netting is in good condition and can be removed easily from the hooks on the ceiling it is attached to. The bedclothes are damp and getting a little moldy, although possibly salvageable (useable, but not necessarily valuable).
There is a good set of cooking gear (as the cooking kit listed in Ultimate Equipment), as well as a spice box holding 5 pounds of pepper in waxed bags (worth 10 gp total).
There are two barrels of food that unfortunately is mostly rotten. All that is salvageable from food supplies is a box of hardtack--a little weevil-ridden, but edible if not appetizing. With the ghast’s passing, the overwhelming stench has faded but the room still contains more than unpleasant odors of garbage and decay.
A trunk covered in resinated cloth lies at the foot of the bed. Having been opened by the ghast, you see it contains two blankets, five more spears (medium-size), and eight finely tailored courtier’s outfits in good condition, all Chelish in style, worth 30 gp each.
Sitting on the desk is a silver tankard worth 30 gp and a small silver picture frame containing a portrait depicting a beautiful, buxom young blonde woman, worth 45 gp (frame and painting together). Moreover, in addition to a scrivener’s kit, two vials of ink, and an ink pen, is a leather bound journal.
The journal is open to the last entry, which is dated a few weeks ago. It reads
Gods damn it all, I’d been so careful. I shouldn’t have gone back to the fields at dusk, but I thought I saw something moving in there and I didn’t want it to destroy the crops. Whatever I saw, it wasn’t the ‘lows or the ghouls. Focused on finding it, I let my guard down. One of the ghouls ambushed me. It was one of the Captain’s whores, Belinda, dead and possessed by this necromantic filth we never should have had in our cargo hold to begin with. The poor girl knew no good life and no better death. She has had her vengeance, taking us all with her.I feel the fever upon me and know it will devour my body until I become like the others, undead and hungering for the flesh of others. Perhaps if I end it myself, I can free my spirit.
Mari, I hope to see you again soon.
Arron
The author wrote his name on the front page of the journal: Arron Ivy of House Ulvauno, Westcrown. He wrote extensively in the journal and the pages are certainly legible should you wish to read further.