Kuran Abrath |
Kuran begins the arduous series of attempts, where he tries to force the door open. Now that he has regained his strength after the ordeal with the shadow, he's confident he might succeed.
Strength check Take 20: 20 + 2 = 22
GM Sior |
After a few shoves, Kuran forces the door a little ways back, but the barricade against the door still holds! A few more shoves and he clears the obstacle and is able to enter the room.
Inside, it looks like a makeshift dormitory with a number of bedrolls, a pair of bullseye lanterns with 4 flasks of oil, and 5 days’ worth of rations. Also, on a rudimentary table, there are two vials that are labeled as “healing.”
Oh, and there's a man collapsed in the corner, light crossbow across his lap. He doesn't look like a warrior, more like a commoner.
Darren the Daring |
Heal, untrained: 1d20 - 2 ⇒ (4) - 2 = 2
"Are you alright?" Darren asks the man.
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Kuran Abrath |
Heal: 1d20 + 7 ⇒ (4) + 7 = 11
"The man's near death! He needs food and water!" Kuran shrieks in his typical way, taking one of the "healing" potions. But true to his paranoid nature, he immediately expects them to be poison, and just stands there, holding a vial, terrified in his visions.
"The pool! Th-there's enough water! Surely we have a r-ration to spare? O-or maybe the whisky the villagers gave me? Oh, no, wait, that's not a good idea..."
Darren the Daring |
Darren walks past his uncertain companion to give the man some water from his waterskin and some of his rations.
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GM Sior |
You down some water into the man's mouth and force-feed him the livegiving fluid. He's still unconscious, but it's a step in the right direction.
Given time and some healing, he awakens and immediately goes into a (very very weak) panic. He hoarsely rants and raves about the “angry bones” and refers to you as “a trick of the dead one, the dead one who speaks.”
Darren the Daring |
"What's the dead one who speaks? We're not a trick and we're not undead. We're here to get the flame of Kassen. Who are you? Why are you here? What happened to you?"
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GM Sior |
Go ahead and throw me a Diplomacy check.
The man reacts to your claims and show of bloodletting with intense denial and doubt, saying it's a trick, a deception, a ruse!
Darren the Daring |
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
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Nijena Tajar |
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
"Feel my body, it's warm! Here you can feel my blood running through my vessels." Nijena continues to proof she's a living person.
Kuran Abrath |
Kuran looks at Nijena, her words coming out with an ambiguous message. "Ni-Nijena! i-I didn't think you'd say something like that! The m-man's clearly afraid, w-what makes you think he'll c-come out and t-touch you, just l-like that?!"
Blossym diplomacy aid: 1d20 + 7 ⇒ (16) + 7 = 23
Total diplomacy 21, enough for an unfriendly with Charisma +1 modifier.
GM Sior |
The man, calling himself Roldare, wearily relents and lays his crossbow down.
He relays to you that he, among others, were sent ahead of you to set traps for you to overcome. Pillows in pits, padding on statues' swords, leaving carepackages for you to find, that sort of thing. But it seemed like someone else had been here first! Corpses of robbers and bandits rose up against them, and a bigger, much older fiend of the undead attacked them. He was only just able to escape, but not before seeing his sister, Dimira, being dragged off further into the crypt!
Seeing the man is not good for much more information, you head further into the crypt back to the door you last visited down there.
Opening the door with one of your found keys, you see a long passage with a reflecting pool running down its center. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.
As you enter the room, you see something strange in the water's surface. Your reflection seems to turn to you, then your companions. In a grizzly show, you can see your own reflection moving to maim, murder, and other unmentionable things to your teammates before turning to you!
Thankfully, the illusion is just that, and you are unphased by this.
Except for Blossym. The wee sneak screams from terror at the vision before her and books it out of the room as fast as her legs will carry her.
Her shrieks, sadly, bring in some new dangers. Through the gated portcullis at the far end of the room, a massive amount of bats can be heard.
D: 1d20 - 2 ⇒ (17) - 2 = 15
K: 1d20 + 7 ⇒ (10) + 7 = 17
N: 1d20 + 7 ⇒ (14) + 7 = 21
Darren: 1d20 + 4 ⇒ (8) + 4 = 12
Kuran: 1d20 + 2 ⇒ (19) + 2 = 21
Nijena: 1d20 + 2 ⇒ (5) + 2 = 7
Bats: 1d20 + 2 ⇒ (11) + 2 = 13
Order:
Blossym (panicked, 1 round), Kuran
Bats
Darren, Nijena
Kuran Abrath |
"Always the bats!" Kuran whimpers, trying to determine if the swarm of bats can be injured with mundane means. He studies the bats' movements, ready to strike when they come close.
Studied target on Bats as a move action. Then a ready action to attack when they are within reach.
Ready action (longsword) + ST: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 211d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
GM Sior |
Blossym high-tails it out of the room in fright before realizing there is nothing to fear but fear itself.
The bats move in as one, swarming around Kuran, Darren, and Nijena! Kuran tries swiping at them, but his blade passes harmlessly through the flapping masses!
Swarm damage: 1d6 ⇒ 1 and bleed 1 at start of your turn. Also, Fort save or be nauseated for a round
Blossym comes back and takes in the scene. "Great! A swarm, too?! Who's got the alchemist fire? Do we have any?"
Party up!
Kuran Abrath |
Fortitude save: 1d20 + 5 ⇒ (16) + 5 = 21
"I've always hated bats!" Kuran shrieks as he helplessly tries to fend off the bats. Unable to do anything meaningful himself, he move away from the dread and chants a short prayer to the group.
"Oh Iomedae, dispose of this horrid swarm, bless us with luck and life!"
Bless, +1 to attacks and so forth. Kuran doesn't have any splash weapons. Preparations etc...
Nijena Tajar |
Fort: 1d20 + 6 ⇒ (1) + 6 = 7
Nijena moves past Darren. "I have two bottles of alchemist's fire." she says before puking into the pool. "Sorry, those creatures are making me sick."
GM Sior |
Darren's Fort: 1d20 ⇒ 15
1 Blossym, 2 Darren: 1d2 ⇒ 1
As Nijena starts hurling her rations into the pool, the bats seem to gravitate toward Blossym as they continue biting and scratching.
Swarm damage to Blossym and Kuran: 1d6 ⇒ 4 plus 1 bleed and Fort save or be nauseated.
Blossym Fort: 1d20 + 2 ⇒ (2) + 2 = 4
Blossym staggers backwards into the room, herself vomiting from the creepy flying bat swarm.
Party up! Burn 'em, Darren!
Darren the Daring |
Darren finishes the oil flask and hurls it at the bats. But he doesn't hit where he intended, and the flask lands at Kuran's feet instead.
Ranged touch: 1d20 + 5 ⇒ (1) + 5 = 6 targeting "center" square of bat swarm
Landing spot: 1d8 ⇒ 5 it lands on Kuran. :(
Ignition chance, 2 is success: 1d2 ⇒ 2
oil, splash weapon: 1d6 ⇒ 3 plus 1 to everyone adjacent (no one, since the bats are also hit already) and then whatever swarm effect happens. Plus 1d6 more fire damage next round unless the people on fire either jump in the water or make a DC15 reflex save *next round*. Rolling on the ground grants a +2 to the save.
GM Sior |
The oil flask splashes harmlessly at Kuran and singes the bats a little bit.
Since it misses, it only deals splash damage to any creatures in the square it lands in (as well as those adjacent, of course). So no worries to Kuran who does not need to worry about being on fire, even with his resistance.
Kuran (Fort save) and Nijena!
Kuran Abrath |
Fortitude save: 1d20 + 5 ⇒ (6) + 5 = 11
"No! Get them off, get them off!" Kuran shouts, running away from battle. He's such a wimp. Use Relentless Footing to move 30 feet with a move action, away.
Kuran has taken 1+4 points of damage, and two turns of Bleed 1, correct? Thus he has take a total of 6 damage, unless I'm mistaken. And yeah, he doesn't care about fire.
GM Sior |
1 damage + 1 bleed + 4 damage + 1 bleed = 7 points of hurt. The bleed is recurring until you do either a heal check or receive magical healing, so every turn until then.
Also, if it helps, you made your fort save =)
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Kuran Abrath |
Kuran will then move even further away from the bats. Preferably over to the healing fountain. He is, as I said before, useless in this battle. Retreating and regrouping is an option, though.
Nijena Tajar |
Nijena wipes houer mouth, grabs a vial of alchemist's fire from her belt and hurls it at one of the bat groups. the one to the bottom right, splash damage should not hit Darren or Blossym
RTA: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 3
GM Sior |
1d8 ⇒ 8
The alchemist fire goes a little wide to the right, splashing the swarm again for the slightest of burns!
The swarms close in on Darren and Nijena!
Swarm damage!: 1d6 ⇒ 5 Fort save or be nauseated, also 1 bleed
Blossym looks panicked at Kuran. "Nijena's got the only alchemist fire! What if the bats eat her?!"
Delay?
Party up!
Darren the Daring |
ouch. That's half of Darren's HP!
fort: 1d20 ⇒ 9
Darren stumbles towards Kuran. "That was my only oil!"
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Darren the Daring |
who has the oil from the room with the injured man? There were 4. Would we have each taken one?
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Darren the Daring |
:bump:
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GM Sior |
Did Darren want to stay there while nauseated or move away from the swarm? It only matters for placing since they'd follow for a meal.
Blossym comes out of delay to prepare an oil flask like Darren did.
The swarm continues to bite and scratch at Darren!
Damage: 1d6 ⇒ 5
The bites and pecks put Darren to the ground, bleeding out from the wounds!
Blossym throws the oil at the swarm, trying not to hit Darren! But the flask misses and only splashes the bats!
50% success? High is good: 1d100 ⇒ 52
RTA: 1d20 + 3 ⇒ (11) + 3 = 14
Miss: 1d8 ⇒ 7
Party up!
Darren the Daring |
no, I intended to move toward Kuran, and thought I had done so. My token is now next to him
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Darren the Daring |
guys? I am unconscious and cannot act. It is on you
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Darren the Daring |
:bump:
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Darren the Daring |
the first Loh puts Darren at 0, so he can stand up. The second will make him stable.
Darren smiles at Nijena as he stands up. "Thanks. Hand me your acid flask."
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Nijena Tajar |
Nijena hands Darren everything he can use to create something useful.
I have one bottle of alchemist's fire left, plus the stuff from the backpacks we found.
Stupid question, but how would the bats react to a daylight spell?
Kuran Abrath |
"Oh we really should just flee!" Kuran whimpers. "O-or at least go to the h-healing fountain! Ow!" Remembering he's still bleeding, he rushes off to drink the sweet water of healing.
Bleed damage is nasty. Moving over to the fountain (using Relentless Footing if necessary to reach) and drinking from it as a standard action. I guess that suffices.