| Tobian Myroth |
Magic is here however. I detect traces of it in several places. From within the monastery, faint traces of divination and conjuration from the within the courtyard, to the left, and far ahead and to the left. A faint trace of enchantment from straight ahead across the courtyard, while a faint abjuration aura emanates from straight ahead and to the right. Various other traces of magic seem to be present, although they are too distant and faint to detect clearly.
Yes, cut and paste is my friend, with a little editing.
| GM Storycrafter |
Assuming you approach close enough to the courtyard
Tall grasses and chunks of stone debris have all but overtaken this small yard. Off to one side, a wooden stable has collapsed into a mound of rotting timbers and moldy straw. The outer wall on the east side has also collapsed, leaving a gragged hole. Three doors exit into this yard -- a pair of double doors to the east, a single door to the north, and a lone door leading into the squat tower in the southeast corner.
| GM Storycrafter |
A long hallway runs to the left (west). Two doors adorn the northern wall, partway down the hall, as does a door very near the one you've just entered. In front of the nearby door, just to the right of the door you are standing in, stands a ruined dwarven statue. Smashed long ago, the statue is barely recognizable as a dwarven monk. His stone hammer sits on the ground next to the shattered remains of his head.
| Tobian Myroth |
Shall we try the door across the hall here? Might as well start close. Not sure if what we seek is actually here, however.
I will Detect Magic again, seeing if I can locate the source of what I detected earlier. I will do so before we enter.
| GM Storycrafter |
Jameson, the door is unlocked, and will apparently open easily.
Tobian, you continue to sense a faint conjuration and divination aura just ahead (apparently beyond the the wall), as well as a faint enchantment aura off to your left, closer to the other end of the hall (perhaps behind one of the doors at that end?). No new aura presents itself, nor do any seem stronger -- just closer.
I'm assuming you want to try doors first before entering. If you'd rather I assume you check and then just enter, please let me know?
| Tobian Myroth |
The elf will nod to the doctor to affirm his plan. A magical aura does come from beyond the wall. Do be careful. Tobian also looks to the cleric with a knowing gaze, hoping his spells will not be needed.
| GM Storycrafter |
As Jameson peers further into the rubble of the room, he spies many bats lurking above the crumbling rafters.
At about the moment he spies the bats, Tobian will enter the room. While his elven heritage has given him the general fit of graceful and generally quiet movement, the combined movement and noises of the two inhabitants along with Tobian's vocalized query has set off the bat swarm.
Jameson has a +2 initiative bonus due to his alertness and perception.
Belrick initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Oswin initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Tobian initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Jameson initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Swarm initiative: 1d20 + 2 ⇒ (16) + 2 = 18
The initiative order is:
Jameson
Bats!
Oswin
Belrick
Tobian
Apparently, although Tobian seemed to be acting with due caution, he may have stumbled over some rubble as he entered the room, causing his delayed reaction.
Jameson may act!
| GM Storycrafter |
Jameson's crossbow bolt flies harmlessly through the swirling swarm, which seems seemingly immune to simple weapon damage.
Swarm: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 ⇒ 4
In reaction, the swarm moves forward to envelope Jameson and Tobian. Jameson is able to duck and dodge the flying vermin, but Tobian is not so lucky, taking 4 damage. In addition, Tobian may be nauseated (fort save of 11 to negate), and now shows bleeding wounds (1 hp per round, DC 10 to heal).
Everyone but Jameson may act!
| GM Storycrafter |
My apologies -- Jameson and Tobian get attacks of opportunity as the swarm moves into their spaces to swarm them.
Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27
Tobian, your attack is effective in singeing many of the diminutive creatures. At least it "lands". You'll also notice that it seems slightly more effective than you are normally used to, although the bats do not continue to burn after your jet lands.
Belrick's attack, much like Jameson's initial crossbow attack, passes harmlessly through the swarm. The tiny size of the creatures, combined with their erratic flight, makes them very difficult creatures to target with weapon attacks.
Jameson, after your make up AoO, please take your next turn.
Tobian, you may also make a belated AoO and please make a fortitude save (DC 11) to avoid being nauseated from the swarm's swirling effects.
| Tobian Myroth |
Damn, forgot the save, my apologies. As far as an AoO unless I can use Fire Jet again I'm not sure I have anything effective unless I can use my longsword with any effectiveness.
Fort: 1d20 + 0 ⇒ (13) + 0 = 13
| GM Storycrafter |
Swarm attack: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 ⇒ 1
The swarm moves again to envelop Tobian, The swirling and darting bats manage to scrap more flesh from Tobian, causing 1 hp of damage.
Tobian, you are still bleeding at 1hp per round and are again at risk of being nauseated from the swirling mass of bats (fort save).
All PC's may act
| GM Storycrafter |
Reflex Save for the swarm: 1d20 + 7 ⇒ (16) + 7 = 23
Tobian, once again, while much of the swarm parts as the fire jet enters it, it appears to be deadly to many of the flying little critters, as falling, burning bats ignite their brethren as they flutter and fall.
Assuming Belrick will grab the door in preparation for shutting it after Jameson and Tobian exit the room.
The sounds of hundreds of little bodies hitting the door resound down the hall as the door slams shut and the party finds itself safe back in the hallway.
For the moment, the group is out of combat. That is, unless the bats can figure out how to open doors.
| Tobian Myroth |
Blasted bats! Should've known we'd see something like that in here! Tobian doesn't seem all too pleased with himself. I'll have to be more careful. Foolish of me.
Tobian peers down the hallway. Well,might as well see what could kill us down there.
| Belrick Argillos |
Belrick finishes securing the door ensuring it's not going to open unassisted and muses out loud these mushrooms... if we're looking for mushrooms, they would grow somewhere out of the sun wouldn't they? Either somewhere outside in some shaded area or down in a dank place in here...
| GM Storycrafter |
The next door down the hall is closed. A quick jiggle of the handle reveals that it is not locked.
I'll assume that everyone else moves up behind him.
Assuming that Jameson will open the door, he will see that old cobweb-covered racks and armor stands dominate much of this small chamber. What must have once been a well tended armory is now devoid of arms and armor.
| GM Storycrafter |
Tobian perception: 1d20 + 5 ⇒ (8) + 5 = 13
Jameson will notice several (6) crossbow bolts laying underneath one of the racks. They have strange runes on them.
Reminder, if you're not in any immediate danger or otherwise distracted or hurried, you can "take 10" on a roll. This can be helpful out of combat if a high roll is not necessary. Taking 10 for Tobian wouldn't have changed anything, by the way.
Additionally, you can "take 20", but this usually takes 20x the time of a skill check (a standard action). That usually equates to 2 minutes.
| Tobian Myroth |
Oh hell, where did my post go? I was curious about the abj aura to the east and wanted to investigate.
Tobian will try to determine where the faint aura of abjuration is coming from. Is it in the same room, or further away that that? Also, did we miss a door? I don't see how to get into that room that looks like it could be sleeping quarters.
| GM Storycrafter |
The aura seems to extend several feet to the east. Apparently, somewhere behind the wall. There is nothing obvious about the wall.
Assuming that this piques Tobian's interest enough that he will search the wall for several minutes, he will eventually find a small release, hidden very carefully on the north end of the wall. This will reveal a secret door, which swings towards the group. As the door swings open, it reveals a short corridor with a wall of bars running down one side. Four rusted doors open in this wall into four cramped cells.