GM Fanguar |
You twist the stone arrow to point at indigo lantern's area. Another stone elevator rises out of the floor, this one sounding much healthier than the one that just fell. As you approach, you all see that unlike the other elevator you rode in, the floor of this one is littered with mouldering clothes and what appears to be fragments of bone.
Senna Proviso |
Senna hears the chittering and is torn between investigating the shineys in the elevator and a healthy respect for the unknown. She takes three long steps away from the hole and watches it carefully, brandishing the quarter-staff. "I'm happy to make myself 'ready'... if I knew what from."
Perception (in shadows) 1d20 + 7 ⇒ (16) + 7 = 23 +4 otherwise (so 20 or 23)
Senna will give herself an unobstructed view of the hole for Burning Hands and make sure she won't catch any of her teammates.
Byden |
"Right lets back up a bit get a look at what we are dealing with before it gets a chance to hit us. I don't see any reason te engage before we know what we are up against," Byden says moving back so he has a good view of the hole and is the first one any emerging foes will face.
Moved everyone along with Byden, hope thats okay.
GM Fanguar |
You all tense and prepare for whatever is approaching. The noise builds to a rising crescendo and a living fountain of thousands of glossy green beetles bursts forth from the hole. Spilling onto the floor in a wave, they chitter hungrily at the smell of fresh meat. Just when you thought things couldn't get any worse, a giant monstrosity lumbers out of the hole behind the swarms. It might once have been a beetle itself, but now it is nearly man sized and its six legs look more like blades than appendages.
Adotiln: 1d20 + 1 ⇒ (13) + 1 = 14
Ratchet: 1d20 + 3 ⇒ (6) + 3 = 9
Byden: 1d20 + 2 ⇒ (14) + 2 = 16
Senna: 1d20 + 3 ⇒ (20) + 3 = 23
Swarm: 1d20 + 3 ⇒ (15) + 3 = 18
Beetle: 1d20 + 3 ⇒ (8) + 3 = 11
Round 1:
23 Senna
18 Swarm
16 Byden
14 Adotlin
11 Beetle
9 Ratchet
Swarm: AC17/T17/FF14 HP 1:9/9
Big Bug: AC15/T13/12 HP:26/26
Senna Proviso |
The sorceress assesses the horror crawling from the hole. "Not good."
Hoping to draw the bugs in by providing a wall of meat, Senna quickly slides in between the Paladin and Cleric. She fans her hand open and prepares to cast a spell as soon as the vile creatures are in range.
~ Round 1 ~
MOVE: Move to stand with group
STAND: Ready Attack - Cast Burning Hands as soon as the swarm comes in range.
RANGE: 15' cone
EFFECT: 2d4 + 2 ⇒ (2, 4) + 2 = 8 DAM - Mage Tattoo - Evoc (as +1 Lv), Bloodline (as +1 DAM/die)
SAVE: DC:15 Reflex Save for 1/2 DAM
1st Spells (4): x
Spell Effects: None
Byden |
Nice that could kill the swarm if its not immune to fire and fails its save, since..
A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Senna Proviso |
Yeah, it's a calculated risk. Hopefully, it pays off. I've also got an Alchemist's Fire on me and I'm seriously thinking that Grease below the big cockroach might not be a bad idea - either to give us time to escape or if we can do enough stand-off damage to put it down.
GM Fanguar |
Ref Save: 1d20 + 3 ⇒ (12) + 3 = 15
Ooooh so close, but not quite. Still 6 dmg is nothing to sneer at.
The swarm surges forward and senna unleashes her arcane blast, beetles burst and pop in the heat of her flames, but somehow a remnant passes through unscathed and surges over Byden. Armour provides no protection to the creeping horror that crawls up his legs in a stinging and biting horde.
Swarm: AC17/T17/FF14 HP 1:3/9
Big Bug: AC15/T13/12 HP:26/26
damage: 1d6 ⇒ 6
Acid damage: 1d4 ⇒ 3 DC11 fort save for half
DC11 fort save or nauseated for 1 round
Byden and Adotlin are up.
Byden |
"I can't fight these things, I'll handle the knife spider over there," Byden growls through gritted teeth, hurrying forward away from the insects and readying himself to attack the creature if it gets close enough.
Fort DC 11: 1d20 + 4 ⇒ (10) + 4 = 14
Readied Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Rollibard "Ratchet" Piper |
"Sonofa!" Ratchet says jumping back and tossing a caustic vial down on in the middle of the swarm.
Touch Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Acid Damage (No save, AOE is doubled vs Swarms): 1d4 + 4 ⇒ (4) + 4 = 8
Splash damage deals 5 Acid damage. DC 15 Reflex save for half
Adotiln Trannyth |
Sorry to be a pest, right in the middle of combat, but we're in the process of moving, and they've just informed us we wont have phone or internet for 2 weeks, and our mobile reception at the new place is sketchy at best, enough for the occasional SMS, no mobile data. So can you please GMPC my character for a few weeks? Thanks.
Byden |
If nobody minds I'll NPC Adotiln for the moment to speed things along.
Adotiln, seeing the others have the swarm seemingly well in hand and Byden readying to face the creature alone readies to charge the creature should it come enough.
Charge: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d8 + 2 ⇒ (3) + 2 = 5
GM Fanguar |
No Problem Adotlin
Swarm: AC17/T17/FF14 HP 1:0/9
Big Bug: AC15/T13/12 HP:12/26
Bug Attack vs Byden: 1d20 + 6 ⇒ (14) + 6 = 20
The bug charges in and slashes at Byden, but isn't able to get through his armour.
Byden's attack and Adotlin's counter charge cut deep into the creature.
Ratchet's bomb blows what's left of the swarm to smithereens.
Round 2:
23 Senna
16 Byden
14 Adotlin
11 Beetle
9 Ratchet
You guys are up.
Senna Proviso |
The torched swarm crunches beneath Senna's feet as she cautiously circles around the fight with the large, razor-clawed cockroach. She finds a clear position to flame it and waits to see if her spell is even necessary.
~ Round 2 ~
MOVE: (on the map)
STAND: Ready Attack - Cast Burning Hands if the bug survives Byden's and Adotlin's attacks (Init 13)
RANGE: 15' cone
EFFECT: 2d4 + 2 ⇒ (2, 3) + 2 = 7 DAM - Mage Tattoo - Evoc (as +1 Lv), Bloodline (as +1 DAM/die)
SAVE: DC:15 Reflex Save for 1/2 DAM
1st Spells (4): x(?)
Dancing Light (3):
Spell Effects: None/Shield
Byden |
"Move to its side and strike together! " Byden bellows, as he steps around to flank the creature with the dwarf and both swing in unison. But both blows fail to connect with the nimble monster to Byden's evident annoyance,
"Gah, damnation!"
Byden: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Adotiln: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Sorry for blocking there Senna, I thought it was probably meta gaming for him not to set up the flank. Though looking at the templates you should still be able to hit it without getting either of us.
Byden |
Its possible for Senna to hit the monster without hitting Byden or Adotiln, since you can direct a cone from any square beside you. She just goes with the lower right diagonal and uses the v shaped cone option.
With a snarl Byden swings again with Adotiln once again offering a flank and striking as the creature turns to Byden. This time the tactic works and both are able to strike true, with Adotiln scoring a powerful blow with his warhammer.
Byden: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Adotiln: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Adotiln Crit Conf: 1d20 + 4 ⇒ (10) + 4 = 14 Extra Damage: 2d8 + 4 ⇒ (7, 3) + 4 = 14
Senna Proviso |
Senna curses quietly as the Paladin steps in front of her fanned hands. A witch she exchanged pleasantries with once gave Senna a solid piece of advice:
"Dearie," she said, "Never crisp your allies."
I recreated the layout in maptools and I don't see a way for Senna to take the shot without toasting Byden.
Byden |
Hmmm, upon reflection I think you are correct I was assuming you could put any side on the diagonal, but looking at the 30ft. cone that has that as a specifically designated option and the 15ft. does not. Ah well, won't hurt to save spells she should be able to get into position to hit it easily enough with a move if those blows did not finish it. I'd suggest doing so in that case, because otherwise its going to get three attacks on us since it has whirlwind attack.
Rollibard "Ratchet" Piper |
Ratchet sighs and walks over to the hole, wiping the sheen of sweat from his brow as he peers over the edge. "C'n ye send some o' those light bauble things down there?"
Darkvision 90', but in case that's not enough, Dancing Lights?
Readied action, jump the hell back away from the hole at the first sign of danger.
Byden |
"Damned little bugs, how am I supposed to defend against that? I'm covered in bleeding blisters, like they were weeping acid or something," Byden complains, examining his injuries with a sour expression.
Moving over to the hole he says,
"Thought the plan was to check out the other lanterns before going down. I'm still for that a rope or whatever is a vulnerability we might end up trapped down there. So I vote we keep on activating the lanterns in order."
Senna Proviso |
"Split the difference? I can drop a light down there now so we can see what's what before we do the lanterns. That way if there are any more crawlies below maybe we can see them or destroy them as they come up the walls."
Assuming no one has a problem with the idea...
Senna casts Light on a copper coin and tosses it down the hole, then prepares to Grease the top of the wall inside the hole if a large bug comes scrambling up (let's see if a long fall will kill it), or Burning Hands on another swarm.
Byden |
Byden stares down frowning, then turns to Adotiln,
"Can you heal me Adotiln? Those bugs were tiny but they all bit and burned like lye, and I don't want to risk more like that wounded."
The dwarven cleric nods and chants briefly before pressing a hand to Byden's arm and sending healing magic flowing forth.
"Thanks, now the next lantern," Byden growls, stalking back over to the sarcophagus and turning it to face the next lantern with a grunt of effort.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
GM Fanguar |
You still haven't investigated the indigo elevator. Repost from above:
You twist the stone arrow to point at indigo lantern's area. Another stone elevator rises out of the floor, this one sounding much healthier than the one that just fell. As you approach, you all see that unlike the other elevator you rode in, the floor of this one is littered with mouldering clothes and what appears to be fragments of bone.
You can see a few shiny glitters from among the trash on the elevator floor
Senna Proviso |
This is the same elevator as this post, right?
Senna carefully pokes at the clothing with the quarterstaff to reveal the shinies.
Byden |
Oops good point.
"Anyone else reminded of a nutcracker? Senna, just drag everything out with your staff so we can examine it then we can let Ratchet check this thing for traps. Actually lets do that the other way round hey?"
Byden |
Growing impatient Byden pulls out one of his clubs and taking care to remain out of the elevator uses the club to drag its contents out into the corridor before examining them carefully.
Take 20 for a 24 perception on the contents.
GM Fanguar |
@Senna: Yup.
Removing and rifling through the contents of the elevator reveals a small red ruby (50gp) and a few handfuls of coins (35gp, 18sp) among the rotted cloth and bone fragments.
Ratchet does a thorough examination of the elevator and it doesn't take him long to realize that the thing is in fact a cunning trap designed to crush anyone who enters the small chamber.
Byden |
"You won't get any arguments out of me," Byden says, scooping up the valuables and divvying them up roughly between the group and heading back for the sarcophagus, "we're making out pretty well, we'll make sure everyone has an even share more properish when we're in safer circumstances, all told though, definitely not going to need to reenlist at this rate! Right, let's try our luck with the violet lantern."
With a grunt of effort he shifts the arrow again and waits for the results...
Rollibard "Ratchet" Piper |
"Yep. Lots." Ratchet says, unsnapping a epaulet and pulling a coil of rope off his shoulder. "More in mah bag."
Finding a solid anchor point, Ratchet tied an impressive knot and tossed the rope down the hole.
"Cover me from up 'ere. I'll wave ye down if it's safe."
Snapping the rope through a pair of carabiners attached to the climbing harness built into his armor, Ratchet leaned back over the edge and began self-rappelling down into the hole.
Climb DC 5 (climb a rope braced on a wall): 1d20 + 2 ⇒ (13) + 2 = 15
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Byden |
Strapping his shield to his back, Byden descends after Ratchet, waiting only for the dwarf to touch the ground first to make his way clumsily down.
Once he reaches the ground he hurriedly draws his sword and readies his shield glancing about as he steps away to let the others descend.
Takes 10 for a 10 on climb.