DM Tiaburn |
Round 1, Init 8
Boting Rodney. Damage web and moved away from danger.
Please, move his avatar to light stone square. I'm unable to do this via tablet.
Round 1, Init 4
Standart action: web attack Odmar
Attack vs TouchAC15: 1d20 + 5 ⇒ (15) + 5 = 20
Rodney made a quick move to cut the web around him and then moved away from nasty spider, probably waiting while friends will kill a vermin using their bows. Meanwhile, spider turned its body to new intruders and spit over Odmar a big portion of sticky web. It covered his hands and head, quickly drying and making him less flexible.
Round 2 order:
Init 21: Kaakoo
Init 16: Evenstar
Init 13: Ronald
Init 13: Odmar, entangled (full-round Str or Escape Artist DC12, or standart action to cut it dealing 2hp of slashing damage)
Init 8: Rodney;
Init 4: Spider; 12/16, HD 3; AC 14, Touch 13, FF 11, CMD 15 (27 vs trip); Fort +4, Ref +4, Will +1; Conditions: empty;
Every one can act.
DM Tiaburn |
Round 2, Init 16
Boting Evenstar. Ranged attack vs Spider.
Attack vs AC14: 1d20 + 3 ⇒ (2) + 3 = 5, Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Round 2, Init 4
Standart action: web attack Kaakoo
Attack vs TouchAC13: 1d20 + 5 ⇒ (11) + 5 = 16
Evenstar made another throw from remote distance but this time her javelin stuck somewhere up ceiling in thick layer of spider web. Disturbed spider made whistling sound. That tengu had hit him again and probably he is biggest threat. Spider moved through web cover to get over his head and then dropped a sheet of web over feathered man. Kaakoo got covered in thick goo and it blocked his movement.
Round 3 order:
Init 21: Kaakoo entangled (full-round Str or Escape Artist DC12, or standart action to cut it dealing 2hp of slashing damage)
Init 16: Evenstar
Init 13: Ronald
Init 13: Odmar
Init 8: Rodney
Init 4: Spider; 9/16, HD 3; AC 14, Touch 13, FF 11, CMD 15 (27 vs trip); Fort +4, Ref +4, Will +1; Conditions: empty;
Every one can act.
Odmar Krufft |
Round 3, Init 13
8/8 (nonlethal: - ), HD 1d8; AC 17, Touch 15, FF 12, CMD 16; Fort +0, Ref +6, Will -1; Conditions or Effects: empty;
"Thank you, friend!" Odmar nodded to Rodney.
And yet again, he placed an arrow on a bowstring and fired it to the annoying critter.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 ⇒ 5
Crit confirm: 1d20 + 4 ⇒ (19) + 4 = 23
crit dmg: 2d6 ⇒ (4, 3) = 7
Odmar Krufft |
Arrow1 search 0-50% success: 1d100 ⇒ 34
Arrow2 search 0-50% success: 1d100 ⇒ 60
Odmar went around the room, collecting the ammunition. He found one arrow that didn't break and picked up two javelins.
"Here you go, Evenstar. I think you dropped those" said the northerner with a grin and handed the javelins to its owner.
"So, comrades, everyone ready to go further?"
DM Tiaburn |
As soon as everyone was ready to move, party quickly checked to other room. There were no surprises: tower west wing is mostly choked with rubble, but a door in the eastern wall is still accessible. The door led to a stone spiral staircase, that runs through the center of tower. Unfortunately, the stairway is also blocked with fallen rubble. The other part of staircase go down to underground tunnel, but after quick trip there friends discover that passage is full of water and it will take some water breathing magic to investigate that further. Looks like there is no other way up, than to climb the tower's exterior walls.
While looking for something valuable, someone noticed a small cocoon that hangs in the webs, holding something comparable to a dog size inside. Probably, that was a thing the scaleback spider was protecting so jealously.
Second Floor map is ready.
Odmar Krufft |
"Well mates, looks like we need to climb! Who here is a good climber and has a rope? I'm thinking that who is best with climbing needs to go up and hook a rope somewhere so everyone can get up easily. Agreed?" Odmar looked at his companions.
"You are pretty quiet, my friends. Cheer up! Adventures await!" he smiled.
DM Tiaburn |
As Ronald got down a cocoon, it felt spreading around a fool smell of bloody wet hair. The dead corpse of unfortunate dog was still wearing its leather collar, which is studied with some blinking stones and has a metal tag reading "Kita".
Evenstar |
"Looks like we're climbing," Evenstar says as she starts to scale the tower.
climb: 1d20 + 4 ⇒ (13) + 4 = 17
Once to the top, she removes a coil of knotted rope from her pack.
"Should be easy enough to get up here," she says as she throws the rope to her companions below.
Evenstar |
"I'm going to tie it down, silly," she mutters as he tries to climb without success.
Once the rope is secured, he yells down.
"Try again."
She will assist each person to climb...should be able to take 10 and make it up easily.
assist climb: 1d20 + 4 ⇒ (6) + 4 = 10
assist climb: 1d20 + 4 ⇒ (18) + 4 = 22
assist climb: 1d20 + 4 ⇒ (2) + 4 = 6
assist climb: 1d20 + 4 ⇒ (19) + 4 = 23
DM Tiaburn |
Evenstar, welcome back!
When you climb you move 1/4 of your speed. So it will be basically 2 or 3 checks.
If you fail check by 5, you just restart from ground without damage taken unless 10 ft reached (which is possible if you have base speed 20)
Because, I was to lazy to post prd link, I will let Evenstar to be up there and reduce Climb to DC10 (using rope) for others. No assist can be done, since she is holding rope
Odmar Krufft |
"Hmm, let me try!"
Climb1: 1d20 + 1 ⇒ (7) + 1 = 8 no progress
Climb2: 1d20 + 1 ⇒ (13) + 1 = 14 went 7.5ft up
Climb3: 1d20 + 1 ⇒ (8) + 1 = 9 no progress
Climb4: 1d20 + 1 ⇒ (10) + 1 = 11 got up
"Uff! I've never been a good climber. Evenstar, let's maybe move the rope to the wall so our friends could brace against it. It will be easier for them to climb it"
DC5 for climbing while bracing against the wall.
DM Tiaburn |
Kaakoo, your base speed is 20, but I'll skip that roll for sake of plot speed
As everyone was on second floor, party took a look around and found nothing of interest, except some rubble and two closed doors, leading northwest and southwest.
DM Tiaburn |
Taking a better look, Ronald discovered that this is strong wooden door.
1..20 Stuck: 1d100 ⇒ 87
Door opened with quiet noise of moved rubble. The octagonal room behind was covered in a fine layer of dust. At least, it was easier to move there. Room looks being abandoned for a long time.
It is possible to discover old tracks of small reptilian in the dust near the northwest door, but hard to tell, what is the creature that left them
Please, read Environment: Doors
Roll 1d100 before opening any door in this scenario.
In case 1..20 door stuck and requires to be broken with Strength check DC23 (only one character at time, unless you have Portable ram with you.
I will allow Escape Artist DC21 to squeeze through (no assist could be made).
Another option to open stucked door is chopping door with slashing or bludgeoning weapon. Door has hardness 5 and 20hp. For each 3hp removed from door, you reduce Break DC by 2 and Escape Artist DC by 1.
Opening/closing door is a move-action, which can be done as part of movement. F.e. you move 10' to door, open (move action), and move 20' after. Or you open door (move action) -> 5ft-step in -> close door (move action).
Odmar Krufft |
"Looks like there is nothing here!"
Odmar went in and walked around the room for something of interest.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
He then moves to the other door and puts an ear to it, trying to listen if there is something behind it.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
DM Tiaburn |
Room is actually long discarded and nothing of interest could be found there. As Odmar listened to the locked door in northwest part of room, he heard something like "Psot" or "Pist", or might be a sigh of some unknown animal.
10 + 8 = 1810 + 11 = 21
1d20 + 0 ⇒ (20) + 0 = 201d20 + 0 ⇒ (7) + 0 = 7
1d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (5) + 8 = 13
DM Tiaburn |
It took a moment, short as single heartbeat, while Ronald's eyes adjust, door swings and...
Trap vs AC15: 1d20 + 15 ⇒ (12) + 15 = 27, DMG: 1d6 + 2 ⇒ (3) + 2 = 5
Trog1 Stealth: 15 = 15, Trog2 Stealth: 13 = 13
Ronald's Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Trog1 vs FF12: 1d20 + 2 ⇒ (10) + 2 = 12, DMG: 1d4 - 1 ⇒ (1) - 1 = 0 => 1 nonlethal
Trog2 vs FF12: 1d20 + 2 ⇒ (4) + 2 = 6, DMG: 1d4 - 1 ⇒ (4) - 1 = 3
..a javelin hits Ronald's chest, fired from some mechanism, attached to door frame. Immediately after that 2 small-sized javelins flew out of opened door. First one missed him more than a feet, but another one stroke his forehead quite painfully. Ronald was able to see two reptilian creatures are standing in the opposite corner of room. Racks for weapons lined the walls of that chamber; above the racks hanged various shields, pieces of armour, weapons and standards on display. Most of the racks were empty, but a few weapons still were there. A horrible stench of rotten eggs mixed with reek of open sewer came out of door.
Perception:
Evenstar: 1d20 + 6 ⇒ (12) + 6 = 18
Kaakoo: 1d20 + 5 ⇒ (10) + 5 = 15
Rodney: 1d20 + 4 ⇒ (2) + 4 = 6
Odmar: 1d20 + 3 ⇒ (4) + 3 = 7
Init:
Ronald: 1d20 + 9 ⇒ (16) + 9 = 25
Rodney: 1d20 + 5 ⇒ (15) + 5 = 20
Odmar: 1d20 + 4 ⇒ (8) + 4 = 12
Kaakoo: 1d20 + 3 ⇒ (7) + 3 = 10
Evenstar: 1d20 + 2 ⇒ (1) + 2 = 3
Surprise round over.
1 round init:
Init 25: Ronald, -5hp, 1 nonlethal
Init 24: Trog1, hp 9/9, HD 1; AC 15, touch 9, FF15, CMD10; Fort +5, Ref +1, Will +0;
Init 24: Trog2, hp 9/9, HD 1; AC 15, touch 9, FF15, CMD10; Fort +5, Ref +1, Will +0;
Init 20: Rodney
Init 12: Odmar
Init 10: Kaakoo
Init 3: Evenstar
Any living creature within 30 ft, Fort DC11 all be sickened for 10 rounds. (Success renders immune for stench of that troglodyte for 24 hours)
DM Tiaburn |
Round 1, Init 24
One of the troglodytes, hit by glowing arrow made a strange sound and said couple of words in Aquan to his friend. Second troglodyte just took out another javelin and threw that in Ronald, who was still standing in a doorway.
Meanwhile, wounded one, took glowing arrow and wrapped it under his cloak, effectively putting all chamber in darkness. Only thin area of light was showing his position near the northern door.
Quick steps sounded somewhere in west corner, where his crony left.
Trog1 Perception vs Odmar StealthDC19: 1d20 - 3 ⇒ (18) - 3 = 15
Trog2 Perception vs Odmar StealthDC19: 1d20 - 3 ⇒ (15) - 3 = 12
Trog1 vs Ronald's AC15: 1d20 + 2 ⇒ (18) + 2 = 20, 1d4 - 1 ⇒ (2) - 1 = 1
Even if you Perception him, he still has 50% concealment
Trog1 Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Fixed typo (they have touch AC of 12, I mistyped earlier)
1 round init:
Init 25: Ronald, -6hp, 1 nonlethal
Init 24: Trog1, hp 9/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0;
Init 24: Trog2, hp 6/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0;
Init 20: Rodney
Init 12: Odmar
Init 10: Kaakoo
Init 3: Evenstar
Any living creature within 30 ft, Fort DC11 all be sickened for 10 rounds. (Success renders immune for stench of that troglodyte for 24 hours)
Rodney and Odmar are affected by stench of both troglodytes. Please, do double Fort saves.
Evenstar |
Initiative count 3.
Brandishing her greatsword, Evenstar jumps past her companions and into the room, the powerful stench nearly knocking her back. Still, she is able to overcome the sickening effect.
"I guess frequent baths are not part of your routine," the barbarian says as she moves into the fray.
Fort save: 1d20 + 4 ⇒ (9) + 4 = 13
Double move.
DM Tiaburn |
Spreading wave of stench was overwhelming making picture in front dizzy and blurry.
Evenstar: 1d20 + 4 ⇒ (20) + 4 = 24
Ronald: 1d20 + 3 ⇒ (16) + 3 = 19
Waiting for Rodney and Kaakoo.
Odmar and Ronald are sickened for 10 rounds.
Rodney Pierre-Antoine |
Fort Save: 1d20 + 1 ⇒ (12) + 1 = 13
Fort Save: 1d20 + 1 ⇒ (2) + 1 = 3
A wave of foul stench comes over Rodney, and he doubles over momentarily, flooded with nausea. Righting himself, he moves forward into the room, brandishing his scimitar. He swings it at the creature, but the stench is overwhelming, and he misses his mark.
Round 1, Init 20
12/12, HD 1; AC 17, Touch 13, FF 14, CMD 15; Fort +1, Ref +5, Will +0; Conditions: Sickened
Move Action: Move into melee with Trog 1
Standard Action: Attack Trog 1 with scimitar
Attack: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Damage: 1d6 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Odmar Krufft |
Round 1, Init 12
8/8, HD 1d8; AC 17, Touch 15, FF 12, CMD 16; Fort +0, Ref +6, Will -1; Conditions or Effects: Sickened;
Odmar turned pale and his legs started shaking a bit. By the looks, the stench didn't go easy on him, but he still forced himself to move inside the room and looked around for a second troglodyte, but his eyes, crippled by the foul stench, were not able to locate the critter.
Perception: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
He then turned to the one, who was not hiding and shot an arrow.
concealment trog1 0-49%fail: 1d100 ⇒ 94
Attack trog1: 1d20 + 4 - 4 - 2 ⇒ (8) + 4 - 4 - 2 = 6
Dmg: 1d6 - 2 ⇒ (5) - 2 = 3