Nev Sharanti |
Nev will take a shot at the small blue creature directly in front of him. I finally get to shoot something, it's been what, like ten or so minutes.
Pistol: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 ⇒ 2
Zinkyudo |
Sorry, forgot that we all got actions during the surprise round. I'll post Blayne's action, then go into regular initiative.
Blayne moves forward, drawing his rapier and waiting for the mites to come at them.
Zinkyudo |
Zinkyudo takes a short step to his right, in order to have a clear shot at the mites, then looses a flurry of arrows at them. One of the arrows drives through horrid, bulging eye of its target and pins the mite solidly to the crate behind it.
5-foot step, flurry.
Flurry with Longbow vs red: 1d20 + 4 ⇒ (20) + 4 = 24 Crit threat
Longbow damage: 1d8 + 3 ⇒ (4) + 3 = 7
Flurry with Longbow vs blue: 1d20 + 4 ⇒ (16) + 4 = 20
Longbow damage: 1d8 + 3 ⇒ (2) + 3 = 5
Crit confirm on the poor wee thing: 1d20 + 4 ⇒ (11) + 4 = 15
Crit damage: 2d8 + 6 ⇒ (3, 5) + 6 = 14
More foes smote with yon cloth-yard arrows! Gwen is up!
Mari Clock |
All the shooting that went on killed the red and blue mites, and the yellow mite thus far untouched screams and runs forward, throwing a dart: 1d20 + 3 ⇒ (2) + 3 = 5 at Gwendolyn and fails miserably.
Sorted Initiatives
Zinkyudo
Gwendolen
Mite Slave Yellow
Mite Slave Red
Mite Slave Blue
Blayne
Nev
Blayne Cooper |
Blayne charges forward with a furious charge determined to cut down the last of these villainous mites.
"Die filthy vermin!" He shouts as he slashes across and back with his rapier driving the mite to the wall with well placed cuts.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22 Threat
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Confirm: 1d20 + 2 ⇒ (15) + 2 = 17
CritDamage: 1d6 + 2 ⇒ (1) + 2 = 3
Total damage assuming the crit confirms is 8
Zinkyudo |
Assuming mites are dead:
Zinkyudo eases off on his bowstring, his next arrow saved for another target.
"Well, shall we see what these little buggers were up to?" he asks. "We've got to get those people out of the cages." He moves to investigate the cages.
Mari Clock |
The third mite is dead.
You can go in and breaking the locks on the cages is relatively easy, the citizens are glad to be freed, but they don't have anymore information on the creatures that kidnapped them beyond that they are derros and slaves.
Blayne: 1d20 + 3 ⇒ (4) + 3 = 7
Zinkyudo: 1d20 + 9 ⇒ (16) + 9 = 25
Gwendolen: 1d20 + 4 ⇒ (2) + 4 = 6
Nev: 1d20 + 6 ⇒ (13) + 6 = 19
Zinkyudo and Nev find a trunk in the nearby pile of supplies the mites were stacking that contains a potion of cure moderate wounds, 2 scrolls of remove disease, and a +1 short sword.
Gwendolen |
"This can not be the end of it," says Gwen, breaking a cage and rescuing a citizen. "We have gained naught of the origin of such attacks, thought sweet it is to see their spoilers set free. These mites are but servants and slaves, and 'tis their masters we require."
Zinkyudo |
Zinkyudo sorts through what he and Nev have found in the chest, then says, "How about Gwen takes the sword and Blayne takes the healing stuff? And then we find the masters, as Gwen says."
Gesturing to the building next to where the mites died, he continues, "We have not yet looked in here, perhaps that's where we find them." He approaches the door and studies it carefully for any surprises, and also listens at it, in case anyone inside heard the fight with the mites and is preparing to surprise them.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Blayne Cooper |
"Anyone have a thought on getting this door open other than the old fashioned way?" Blayne asks. "If not, I guess Gwen and I gan try to bash it down."
Blayne puts his shoulder to the door and tries the bash it open once to test the lock.
Strength: 1d20 + 2 ⇒ (9) + 2 = 11
"The lock works."
Zinkyudo |
”It’s worth a try,” says Zinkyudo, once Blayne has smashed himself against the door. When the Caydenite clears the way, Zinkyudo takes a shot at breaking down the door.
Str check: 1d20 + 2 ⇒ (15) + 2 = 17
Mari Clock |
You open the door.
Blayne: 1d20 + 0 ⇒ (14) + 0 = 14
Zinkyudo: 1d20 + 4 ⇒ (4) + 4 = 8
Gwendolen: 1d20 + 3 ⇒ (6) + 3 = 9
Nev: 1d20 + 8 ⇒ (1) + 8 = 9
Derro: 1d20 + 6 ⇒ (9) + 6 = 15
There is a creature standing there, his crossbow is pointed. He shoots at Zinkyudo. The way I read, you were the one in the doorway.
Crossbow: 1d20 + 5 ⇒ (16) + 5 = 21 for a total of 1d8 ⇒ 2 plus poison Fort DC 14 and an extra 1d6 ⇒ 5 for his sneak attack.
Nev, then Zinkyudo, then Gwendolen, Blayne last.
Gwendolen |
"Mach Krieg!" Gwendolen shouts as she casts a blessing of War about her.
As Blayne bounces of an unbroken door, Gwen lays a leather boot into the door as Zinky crashes upon it.
Aid Another Str check: 1d20 + 4 ⇒ (7) + 4 = 11
Ninja'd! =)
Gwen prepares to charge the rapscallion foe after Nev and Zinky have properly softened it up.
Zinkyudo |
What does the thing look like? Any Knowledge checks we can make? (as if we have any...)
Fort save: 1d20 + 5 ⇒ (2) + 5 = 7 Uh-oh
Zinkyudo lifts his bow and shoots two arrows at his assailant.
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (4) + 5 = 9
Longbow damage: 1d8 + 4 ⇒ (5) + 4 = 9
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (10) + 5 = 15
Longbow damage: 1d8 + 4 ⇒ (4) + 4 = 8
Mari Clock |
I apologize, the Derro looks like this. Knowledge Nature. I am further along on the other table and I forgot this is your first encounter with it.
Poison fort save every round for 4 rounds. That was the first one.
Both of Zinkyudo's arrows fly past it's rather small frame. Rest of the party may take your turns.
Gwendolen |
Gwendolen senses the magic helping her feel the flow of battle, and guiding her strikes.
War blessing to +1 to hit
She ducks in through the door, side stepping out of the line of fire, and thrusts quickly at the monster.
1d20 + 6 ⇒ (4) + 6 = 10
2d4 + 6 ⇒ (2, 1) + 6 = 9
Her rush to get out of the line for her ranged allies makes commit a novice's mistake. She curses her own incompetence and hopes Nev can throw up some lead to cover her weakness.
Mari Clock |
I expanded the map, not sure if I put everyone back in their proper positions.
Going to bot Blayne.
Nev misses with his gunshot, but the derro hops nimbly out of the way of the speeding bullet.
Blayne will heal Zinkyudo for 1d8 + 1 ⇒ (5) + 1 = 6.
Sorted Initiatives
Derro
Blayne
Gwendolen
Nev
Zinkyudo
Round 2
The Derro will shoot again at Zinkyudo with his light crossbow: 1d20 + 5 ⇒ (10) + 5 = 15 doing 1d8 ⇒ 2 points of damage, plus poison You are already poisoned, but you need to make another fort save from the first one.
Party is up.
Zinkyudo |
Fort save: 1d20 + 5 ⇒ (8) + 5 = 13
Zinkyudo feels the poison strengthen in him, though Blayne's healing helps him feels less injured. As the derro's bolt sticks into the door frame, Zinkyudo quickly fires two more arrows at the creature.
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (15) + 5 = 20
Longbow damage: 1d8 + 4 ⇒ (1) + 4 = 5
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (11) + 5 = 16
Longbow damage: 1d8 + 4 ⇒ (6) + 4 = 10
Status: 14/15 hp, failed 2 of 4 Fort saves
I repositioned Gwen, since she had already stepped inside.
Gwendolen |
He fired a crossbow? That's an attack of opportunity. Did he also load the crossbow? That's another attack. And now it's my turn. You better believe that's an attack! =)
As the beast take aim at Zinky, Gwen takes advantage of his diverted attention to take a swing at him.
AoO: 1d20 + 6 ⇒ (12) + 6 = 18
damage (of opportunity): 2d4 + 6 ⇒ (3, 3) + 6 = 12
As Zinky's barded darts and Nev's hot lead wing past her, she adds her own steel to the withering fire.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
damge: 2d4 + 6 ⇒ (4, 1) + 6 = 11
Zinkyudo |
I actually posted about the AoO and then deleted it. I think it's reasonable to figure he five-footed, given the map change and all. It's like the map got bumped and the minis bounced around, not something to end an encounter on.
Blayne Cooper |
Blayne will charge into the room and attack.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Crit Threat
Confirm: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
If crit confirmed bonus damage
Bonus Damage: 1d6 + 2 ⇒ (3) + 2 = 5
So either 3 or 8 points of damage
Mari Clock |
All of you are able to just knock him down.
With no other monsters lurking, you go to the next room which you find has straw pallets with are stacks and stacks of cages full of normal rats. On a small table next to those cages is a small, shiny black rat statue - the jet rat.
You also find a ledger, written in a language you don't understand.
You give the Jet Rat to the lodge and over time you hear that kidnappings slow in the city, but continue to expand in the countryside around Cassomir. Rumors begin to circulate throughout the city that the derro menace has been stopped, but some whisper darker tidings, such as the recent spotting of a derro inside the walls of Swift Prison, a rumor the Taldan authorities heatedly deny.
[ooc]I'll pass out chronicle sheets tomorrow and you can dot here.