| Aubrey the Demented/Malformed |
That gives us:
Elisile: initiative 23
Vethran: initiative 18+
Hudak: initiative 18
Camlo: initiative 17
Illes: initiative 16
Dravite: initiative 9
Alwyn: initiative 5
Alwyn had a move, but he didn't specify where to. He can change his action if he wishes, depending upon the Perception check (if he makes it).
| Illes Elandru |
Illes stops playing suddenly when the serpent gets peppered with arrows and gets washed away by the flood. "...or you could do that I guess." He shrugs and moves to help people back to shore when his turn comes around.
Perception 1d20 + 7 ⇒ (1) + 7 = 8
| Elisile Starbrow |
Do Elisile and Hudak get perception checks at the same DC, or just those by the water?
Just in case: Perceptin: 1d20 + 13
But I haven't looked at the spoiler yet, in case Elsile isn't in a position to see, or the DC is different.
Aubrey, regarding the updated map, Elisile should be at W17 based on her last round’s action.
| Elisile Starbrow |
Hudak:
She then turns to the priest. “We’ll do what we can for your acolytes, but stay away from the river, and warn everyone you see that there’s something big and alive in there.”
| Camlo Zenovia |
Everyone gets a look. However, I don't think you can talk to anyone except Hudak.
Glad to see your shoulder injury hasn't reduced your level of Evil ;) Also glad to see you back again.
Camlo shouts down from the rooftop, "Anyone else in trouble, or c-can, I c-come back down now?"
| Aubrey the Demented/Malformed |
Something immense, something wrong, erupts from the water and bellows in furiously. Filthy water sluices from a head that somehow combines the worst traits of moray eel and tyrannosaurus, clad in oily-black skin and held thirty feet above the flood on a muscular, boneless trunk that gradually widens until is disappears into the muddy water. About it thrash barbed tentacles terminating in blood-red eyes, emerging from the river and crawling about the shoreline looking for victims. The head turns about, serrated jaws and garishly red gums and tongue glistening. Yet within its glaring eyes clearly lurks an intelligence, ancient and cruel. It stares down at Elisile and Father Sheed; pitiless, hateful and raging, savouring the horror that its manifest alienness evokes in onlookers.
“By the All-Father,” stammers Sheed, “It’s Black Magga! B… But how?”
Knowledge (History) or Knowledge (Local – Magnimar), DC 15:
Knowledge (Dungeoneering) or Knowledge (Religion), DC 23:
Black Magga’s initiative: 1d20 ⇒ 11.
| Illes Elandru |
Kn Local (untrained, but allowed as bard) 1d20 + 5 ⇒ (4) + 5 = 9
Kn Dungeoneering (untrained, but allowed as bard) 1d20 + 5 ⇒ (12) + 5 = 17
I don't know nothing. Some lore master I am. :) Gotta remember to drop single ranks into more knowledge skills so I can take 20 1/day.
| Elisile Starbrow |
Knowledge, local: 13 + 9 = 22. Knowledge, dungeoneering: 7 + 8 = 15.
Elisile turns to see the legendary monster known as Black Magga – or something that closely resembles the beast at any rate – emerging from the swollen river. Rain streams down her face as she turns to Father Sheed. “Someone said that the Skull Dam had burst,” she half whispers. “The beast must have been washed down river. I do not know if we can defeat this …”
She shakes her head, flinging aside doubt with droplets of rain. Then she dashes into the church, dragging the priest in with her.
She’ll take a single move into the church and as far into / up the tower as she can make it with her new and improved 60 foot movement. While outside the church she’ll try to keep as far from Black Magga as possible. If Sheed allows himself to be dragged inside she’ll move him back in through the doorway, but if he resists she won’t waste further effort. Once inside she assesses the situation (Perception: 11 + 13 = 24 if required) and casts mage armour on herself with her standard action.
| Vethran Tallomane |
Seeing the great beast rise from the waters, Vethran finds himself momentarily speechless. Gathering his wits, he turns to regard the recently-rescued townsfolk.
"Run! Away from the water! As fast and as far as you can! Just go!" He gestures wildly in the direction of the inn and beyond before turning his attention to the summoned dolphins at his command. He points at the monstrosity and gives the dolphins a knowing glance, sending them to harass the beast and buy the others time.
Finally, he dips into his scroll case to retrieve the scroll of flight he'd had Elisile pen for him and intones it's magical phrases to send him skyward.
Free action to talk and direct the dolphins, move action to draw scroll, standard action to activate. I'm done. :)
| Vethran Tallomane |
Veth, your dolphins can move and possibly attack this round, if you care to give me some coordinates for them.
They will move to X31, Y31, Z31, AA-31, & BB-31 in preparation of a charge next round. Their speed is 80 ft, so they don't have enough movement to get all the way there and attack this round.
| Illes Elandru |
"Alwyn, don't get too far ahead of me! I'm going to ogre size you!"
Damn. How did I not notice all this time it was my turn?
Move: 30' to AO 19, draw wand as part of the move
SA: Enlarge Person> Alwyn
UMD 1d20 + 14 ⇒ (4) + 14 = 18 vs DC 20
1 round casting time, range 25 ft
EDIT: HAH! Of course. I'm somehow cursed with wand activation.
| Aubrey the Demented/Malformed |
Knowledge, local: 13 + 9 = 22. Knowledge, dungeoneering: 7 + 8 = 15.
Elisile turns to see the legendary monster known as Black Magga – or something that closely resembles the beast at any rate – emerging from the swollen river. Rain streams down her face as she turns to Father Sheed. “Someone said that the Skull Dam had burst,” she half whispers. “The beast must have been washed down river. I do not know if we can defeat this …”
She shakes her head, flinging aside doubt with droplets of rain. Then she dashes into the church, dragging the priest in with her.
She’ll take a single move into the church and as far into / up the tower as she can make it with her new and improved 60 foot movement. While outside the church she’ll try to keep as far from Black Magga as possible. If Sheed allows himself to be dragged inside she’ll move him back in through the doorway, but if he resists she won’t waste further effort. Once inside she assesses the situation (Perception: 11 + 13 = 24 if required) and casts mage armour on herself with her standard action.
Sheed doesn't resist as Elisile drags him to safety. Dumping him in the doorway (so Sheed shows where the door is to the temple) she sprints up the narrow, steep steps of the tower before pausing to cast a spell.
The stairs hug the inner wall of the tower, which is 40' tall. You move at "half speed" on the stairs, but for every square you move across you move up 5'. So you are 15' up. There are arrow slits in the centre of each wall of the tower as the stairs go up (so you are currently facing one facing west).
| Aubrey the Demented/Malformed |
| Elisile Starbrow |
Is it an open stairwell? If so, Elisile will fly to the top, trying to find the acolytes. If not, she will move (or double move if needs be) up with her movement of 60 with expeditious retreat. If she still has actions left when she reaches the top, let me know, she will try to get the acolytes out. Oh, and she’ll watch out for tentacles as she passes windows.
| Aubrey the Demented/Malformed |
It's closed - a single move will get you to the top.
Elilse sprints up the stairs of the tower to the chamber at the top. A tiny chapel overlooks the town and surrounding countryside, with four windows of small square leaded panes. The sky is a ripped inverted field of black and grey, but Elisile takes a few moments to notice that it at least seems to have stopped raining. The panorama across river, lake and forest, with the mountains brooding to the north and west, would ordinarily draw the eye. However, the huge slavering abomination in the temple square somewhat detracts from the view as it glares back through the glass. Two acolytes, a young man and woman, cower in terror in the chapel, and start in surprise as Elisile emerges from the stairs.
You've still got a standard action, Elisile.
| Elisile Starbrow |
Elisile looks at the cowering acolytes, then glances out the window into Black Magga’s baleful eye. She dashes over to grab the hands of the acolytes. “Come with me if you want to live,” she says, pulling them towards the door. Intimidate: 1d20 ⇒ 15
| Elisile Starbrow |
If the glass and lead lining was smashed out of the windows, could a person fit through them? How far above the roof of the church is the north-facing window?
Also, were there any other ways out of the main church below? Preferably north or west facing doors or large windows?
| Vethran Tallomane |
Vethran gives the order for his dolphin minions to attack and distract the creature while he himself sprints between buildings to find a more advantageous position.
Run action to AD-14. Dolphins charge Black Magga:
D1: 1d20 + 5 ⇒ (7) + 5 = 12, 1d4 + 1 ⇒ (4) + 1 = 5 damage.
D2: 1d20 + 5 ⇒ (13) + 5 = 18, 1d4 + 1 ⇒ (4) + 1 = 5 damage.
D3: 1d20 + 5 ⇒ (8) + 5 = 13, 1d4 + 1 ⇒ (3) + 1 = 4 damage.
D4: 1d20 + 5 ⇒ (17) + 5 = 22, 1d4 + 1 ⇒ (4) + 1 = 5 damage.
D5: 1d20 + 5 ⇒ (1) + 5 = 6, 1d4 + 1 ⇒ (4) + 1 = 5 damage.
All of them will use their smite evil ability and deal an additional 2 points of damage per hit if the target is evil.