Eveladane tsalion |
ok folks, looks like we can climb up... Anybody a mountaineer? How about having some rope? Of course sigfrieds cantrip of swimming and climbing excellence would have come to perfect use here, unfortunately I've neglected it... I shall remember and be better prepared next time!
Ev looks around the group expectantly...
Morrin the Stout |
I don't have any rope or a hook of any sorts, but I'm up for a little climb.
Morrin tightens his backpack, and starts to climb the side of the tower.
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Febida Stonehair |
"I have no climbing gear, else I would be pulling it out of my pack."
Taking another look around, Febida looks at the pile of rocks in front of the next door. "I'd be willing to try unearthing this door if anyone would help."
GM Tyranius |
Each floor is roughly 15 feet high. Are you climbing to the second or third floor?
The Dandy Hobo |
I have 50' of rope, but to make it a DC 5 Climb, I'd have to knot the rope which cuts the height in half. Up to the party; 2nd floor or straight to the 3rd? My vote is for 2nd.
Kel Na' Yaa |
Kel pulls a loop of rope from the side of his pack and starts knotting it.
Here you go, Dandy. If we tie these two together, we can knot them for easier climbing and still reach the third floor.
The Dandy Hobo |
50' feet of knotted rope it is! Where to?
-Posted with Wayfinder
Morrin the Stout |
climb: 1d20 + 1 ⇒ (5) + 1 = 6
Morrin tries to climb higher, and hears talks about rope below him.
I guess I should have let you all start that before I started to climb!
Eveladane tsalion |
the wonders of non-magical items! Who'd have thought? Maybe we should head to top first? Isn't t hat where the best stuff always is? Or, on the other hand, 2nd floor involves less climbing - not sure how good I'd be at all this mountaineering... What does everyone else think?
In the meantime Ev sends Maximilan to look through the windows on both floors.
Kel Na' Yaa |
I suggest we start at the top, work our way down. That way we have a way to retreat if something gets nasty. Starting at the second floor would leave us stuck between said nasty thing and a pile of rubble.
The Dandy Hobo |
"Or two levels of nasty things!", quips the dapper vagabond. "But it seems the consensus is to the top! Let us hope we find what we are looking for post-haste!"
GM Tyranius |
The group begins to knot the combined ropes as Morrin sets off impatiently. Very near to the second floor he loses his grip and tumbles back to the rubble below.
Morrin Fall damage: 1d6 ⇒ 5
With the rope finally tied together and a few thrown attempts Dandy is able to hook the grappling hook and rope to the exposed third floor.
The group one by one begins to climb the knotted rope up he tower.
Once everyone is up the group begins to look around. A living moving fabric seems to cover the ceiling of this half collapsed chamber, which stretches northwest into darkness, The pungent smell of ammonia rises from the droppings that litter the floor.
Hukuzo: 1d20 ⇒ 1
Kel Na'yaa: 1d20 + 7 ⇒ (9) + 7 = 16
Dandy Hobo: 1d20 + 5 ⇒ (10) + 5 = 15
Febida: 1d20 + 3 ⇒ (17) + 3 = 20
Morrin: 1d20 + 4 ⇒ (18) + 4 = 22
Eveladane: 1d20 + 7 ⇒ (14) + 7 = 21
Febida, Morrin and Eveladane notice that there is a secret hidden door in the southwest wall.
Morrin the Stout |
Febida, would you mind healing me? That fall hurt a bit.
Morrin hands the dwarf his wand of cure light wounds while giving her a sheepish grin.
Oh, hey! There's a door over here! Who wants to see what's behind it?
If it's starting to get hard to see, Morrin will be bringing out a sunroof to use. Also, I can't move my tile as I'm not near a pc that has access to Google drive.
GM Tyranius |
Morrin pulls out and cracks a hard stick in his hands. The end of the stick begins to glow with the brightness of a torch illuminating hundreds of bats in the chamber. The bats begins to fly all about as they swarm the intruders.
Hakuzo: 1d20 + 2 ⇒ (15) + 2 = 17
Kel Na'Yaa: 1d20 + 5 ⇒ (8) + 5 = 13
Dandy Hobo: 1d20 + 4 ⇒ (4) + 4 = 8
Febida: 1d20 + 3 ⇒ (1) + 3 = 4
Morrin: 1d20 + 3 ⇒ (4) + 3 = 7
Eveladane: 1d20 + 7 ⇒ (12) + 7 = 19
Bat Swarm: 1d20 + 2 ⇒ (2) + 2 = 4
The group is quick to react to the surrounding threat.
Round 1
Eveladane
Hakuzo
Kel Na'Yaa
Dandy Hobo
Morrin
Febida
---------------------------
Bat Swarm
-------------------------
Morrin the Stout |
This isn't good.... Well then, I guess I should try to find something useful!
Morrin starts to dig through his backpack to grab a potion of cure light wounds, while muttering about flying rodents.
Morrin the Stout |
Currently at work, but I'll move folks that can't move once I get home in a couple of hours, and I agree with the 0 BAB stuff, haha.
Febida Stonehair |
"Mind if I hang onto this? I've got more use for it than you do, anyway." Febida takes the wand, giving Morrin a bit of the healing touch.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
When the bats start swarming, Febida finds herself at a disadvantage. "I've got nothing for swarms!" Any suggestions? My turn isn't up yet.
You think having 0 BAB is bad, try being combat oriented and having 0 BAB! I'm worse off than you guys!
Morrin the Stout |
I have nothing as well, which is why I'm digging around for a potion of CLW, as I believe that it will be needed. We may have to bravely run away, as the likes of Sir Robin!
Kel Na' Yaa |
I have nothing as well. Such is the life of swashbucklers...
Eveladane tsalion |
I knew that passage in drakguld's guide to dungeoneering was worth remembering! What this calls for is splash weapons now, I have some right here.... somewhere... a-ha! Yes, acid flask!
Ev's non-stop chirping doesn't seem to stop him retrieving an acid flask from his bandolier and making it ready.
Now, trying to line up a clear shot... Need to get closer...
He moves forward looking for a clear line of sight.
No, can't throw it yet - the rest of you guys, keep back, when we throw these things they make a bit of a slash!
liking the holy grail reference! Maybe we can extend that with... the holy acid flask of antioch - count to 3, not 4, 5 is right out! ;-)
The Dandy Hobo |
Dandy withdraws a flask, saying, "A gentleman of the road should always be prepared!", then flings the glass at the bats, hoping the exploding fire makes quick work of the things.
alchemist fire @ FF bats: 1d20 + 4 ⇒ (10) + 4 = 14
1d6 ⇒ 6 +50% for being a swarm!
Looking at Eve after his warning, Dandy shakes his head. "Sir, lobbeth thy weapon now while they are still stirring! They shall be far more nimble targets in a second!"
Also, everyone is away from the splash damage radius, so it's better to do so now before they move on top of us and we'll be forced to take splash damage.
GM Tyranius |
drawing a splash weapon is a move action so you can still throw it as a standard action
Dandy hurls a vial of Alchemist's Fire into the bat's. the bats swoop all about causing him to miss the center of the mass of creatures.
Miss Direction: 1d8 ⇒ 8
The vial falls to the east of the bats. A few shriek as they burn which gets the mass of small bats surging forth in the search for blood. The edge of the flames lick out striking Kel Na'Yaa also.
Round 1
Eveladane
Hakuzo
Kel Na'Yaa (11/12)
Dandy Hobo
Morrin
Febida
---------------------------
Bat Swarm (-2 HP)
-------------------------
The Dandy Hobo |
Ouch, I thought a 14 would hit the flat foot AC! I hope the others roll better than I!
"Hmm, how problematic.", Dandy frowning. Looking at the other swashbuckler, he apologizes. "Sorry dear chap, too many of those little things to aim well."
GM Tyranius |
yea sorry I was looking at wrong statline on my phone. 14 does hit FF
Corrected and Kel na'yaa takes no damage
Round 1
Eveladane
Hakuzo
Kel Na'Yaa
Dandy Hobo
Morrin
Febida
---------------------------
Bat Swarm (-9 HP)
-------------------------
The Dandy Hobo |
Woot! It's Dapper Time!
"Sorry for the near scare chap!", Dandy bemuses to Kel. "Wanted to make sure I got as many of those loathsome flying rats as possible!"
Kel Na' Yaa |
Kel takes a step back as the flames lick at his boots, and then leaps back as the swarm starts to close with him. He back pedals until he's a safe distance away.
Please move Kel two squares right, and then straight down three.
Like I said, I have nothing to hurt this thing! Cover it with fire!
Febida Stonehair |
Febida rushes to the fallen pack, reaching in for an acid flask. "Much obliged!" After pulling on out, she places her aim carefully... 5-foot step, Move action to find flask, Standard action to throw it.
Ranged To Hit: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 ⇒ 3 +half again=4
Bullseye!
I messed up and used a d8 instead of a d6. When I changed the dice in preview, I was doing full 8 damage + half again! 12 damage total! Stupid dice...
Morrin the Stout |
Since Morrin heard Hakuzo's remark about the acid flasks I'll have him stop looking for a potion of cure light wounds.
Morrin takes a step forward and grabs an acid flask from Hazuko's backpack, then throws it at the bats!
Thrown Acid, Point Blank Shot: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Acid Damage: 1d6 ⇒ 1 +half=0 STUPID 1!
Thanks my friend!
Morrin uses a 5ft step, a move, and a standard.
Morrin the Stout |
I forgot about that! Woo, not minimum damage!
GM Tyranius |
The onslaught of fire and acid burns the large mass of bats before they even have time to react. Small balls of flame fall to the ground as the creature shriek loudly in their death throes.
Combat Over
Kel Na' Yaa |
Kel moves to inspect the area the swarm came from.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
GM Tyranius |
Sniffing around in the rubble Hakuzo discovers an unbroken vial within. The vial emits a soft blue glow. He also notices the secret door to the southern portion of the broken room.
Eveladane tsalion |
sorry hazuko, I'd bought my own. Hey anyone found anything interesting yet?
Ev joins in searching the room, at the same time he asks max to look too.
perception : 1d20 + 9 ⇒ (15) + 9 = 24
Dice=perception max ] 1d20+11 [/dice]
GM Tyranius |
Eveladane also finds nothing else besides the door that he noticed before.
Febida Stonehair |
"Well that was entertaining." Perception: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 Hopefully that's enough...
Febida pulls her hair back from her face. As she looks around the room, her dwarven training spotting a few small cracks that seem out of place...
She brushes her hand against the wall, the door becoming more evident. "Take a look at this. Maybe a way up?"
GM Tyranius |
Febida opens the secret door. Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in the front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two trogolytes lie on the floor in the center of the room.
Two humanoid skeletons, wreathed in auras of eternal flame, inhabit this room. Their jaws open in soundless screams as they raise their weapons and attack.
Hakuzo: 1d20 + 2 ⇒ (9) + 2 = 11
Kel Na'Yaa: 1d20 + 5 ⇒ (19) + 5 = 24
Dandy Hobo: 1d20 + 4 ⇒ (16) + 4 = 20
Febida: 1d20 + 3 ⇒ (10) + 3 = 13
Morrin: 1d20 + 3 ⇒ (15) + 3 = 18
Eveladane: 1d20 + 7 ⇒ (6) + 7 = 13
Skeletons: 1d20 + 6 ⇒ (18) + 6 = 24
The blue skeleton moves in at Febida with a bony claw.
Claw vs Febia AC 18: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Fire damage: 1d6 ⇒ 6
The skeleton rakes a deep claw across Febida's neck as flames tear through her skin with a blazing heat.
Febida falls to the ground in a heap. Her skin smokes and pops as the cool air hits her skin.
Round 1
Skeletons
-------------------------------
Kel Na'Yaa
Dandy
Morrin
Eveladane
Febida (-1/14)
Hakuzo
Febida Stonehair |
Knowledge: Religion: 1d20 + 4 ⇒ (8) + 4 = 12
"Huh...Nethys. God of Magic. In one hand protection, the other, destruction. Interesting stuff." And then the skeletons attack...that's gonna leave a mark.
Max damage! Absolute max damage! Ow!
Stabilize Check: 1d20 + 2 - 1 ⇒ (6) + 2 - 1 = 7 Bleeding out sucks. -2 HP on my turn unless someone can stabilize me.
Kel Na' Yaa |
According to the map I'm already adjacent so here goes...
Kel's sword snakes out, and slashes at the skeleton attacking Febida.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
GM Tyranius |
Yes anytime you guys open a door I move everyone close unless you say otherwise as with PbP people are scattered all over the map usually.
Kel Na'yaa stabs his dueling sword right through the skeleton's ribs to no effect.
Round 1
Skeletons
-------------------------------
Kel Na'Yaa
Dandy
Morrin
Eveladane
Febida (-1(-2)/14; bleeding)
Hakuzo
Kel Na' Yaa |
Awesome. That's hellah useful. Thanks. :)
The Dandy Hobo |
"Hmm... I seemed to have misplaced my cudgel...", Dandy fretting at his lack of bashing ability. Instead, he withdraws his whip and cracks it at the fiery skeleton, hoping to distract it from Kel so keep the skeleton's attention away from the downed Febida.
"Back away, ye savage pile of bonfire!"
Aid to Kel AC @ Blue skelly: 1d20 + 5 ⇒ (7) + 5 = 12
Don't suppose anyone has a CLW potion? Otherwise, we may be in trouble :P