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Practiced hands slotting a new bolt into place without him needing to look at all, Dusty shuffles carefully forward into the room, snapping off a shot at his rival crossbow-er through the slats of the railing.
'Betsy': 1d20 + 9 ⇒ (17) + 9 = 26
Cold Iron Piercing: 1d8 ⇒ 3

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Miri turns, suddenly, as if shot. A tiny stick--maybe a bolt?--has somehow appeared in her shoulder! She grunts in pain. "Ow! Where was--up there!" she points to the second-story balcony. "It's got a crossbow!"
Miri hustles up the stairs, a trail of blood dripping behind her. She's going to stop behind a railing at the corner, and if it doesn't count as an action (she's double-moving) she'd like to duck behind the railing for some cover!

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Fizzlebottom can't do much from across the room and he hurries - as much as his little gnome legs can - across the room. Double move, attempting to stay under the balcony to try to get cover as well.

GM MattMorris |

Sorry for the delay! busy week at work.
"Blah, stinking human!"
Stung by Dusty's bolt, the corrupted mite fires back:
Crossbow 1: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 for piercing: 1d4 + 2 ⇒ (1) + 2 = 3
Crossbow 2: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 for piercing: 1d4 + 2 ⇒ (2) + 2 = 4
The creature hisses in frustration as it misses
~+~Combat Round 2~+~
Miri (-6)
Dusty
Fizzlebottom
Red (-3)
High Fool
~+~Combat Round 3~+~
Miri (-6)
Dusty
Fizzlebottom
Red (-3)
High Fool
Battle Field Conditions: We're functioning across two floor of the house, now: Ground Floor and 2nd Floor. You should be able to figure out everyone's relative position from the 2nd floor map, I think. The nasty-looking mite has cover while he's next to the upstairs railing.

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Miri leeeeaaaaans around the corner with an arrow nocked. "You didn't want to move, eh? Let's see how you feel about that decision..."
The "elf" fires twice around the railing, getting (what sure look like) dead-on shots at the blue bolter!
Longbow attack, point-blank, rapid shot: 1d20 + 7 ⇒ (10) + 7 = 17
Longbow damage, cold iron arrow, point-blank: 1d8 + 3 ⇒ (7) + 3 = 10
Longbow attack, point-blank, rapid shot: 1d20 + 7 ⇒ (3) + 7 = 10
Longbow damage, cold iron arrow, point-blank: 1d8 + 3 ⇒ (5) + 3 = 8

GM MattMorris |

Miri's attacks hit, but this mite seems tougher than some of the others. He squeals in pain but stays on his feet.

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Dusty rolls behind a bit of cover, coming up with a bolt somehow already in place.
"Arrogant little runt ain't ya. You shoulda learned when to fold 'em."
'Betsy': 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Cold Iron Piercing: 1d8 + 1 ⇒ (2) + 1 = 3

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Fizzlebottom hurries up the stairs to follow his comrades. Double move.
High Fool, don't forget you can use the embedded false flanker trick to give yourself a flank next turn if you wish.

GM MattMorris |

The mite scuttles away from you, hoping for a less-dangerous vantage point.
~+~Combat Round 3~+~
Miri (-6)
Dusty
Fizzlebottom
Red (-16)
High Fool
Battle Field Conditions: We're functioning across two floor of the house, now: Ground Floor and 2nd Floor. You should be able to figure out everyone's relative position from the 2nd floor map, I think. The nasty-looking mite has cover while he's next to the upstairs railing.

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The colorful man follows the mite around the balcony, letting his starknife fly.
Starknife, 2nd range increment: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage: 1d4 ⇒ 1

GM MattMorris |

The Fool's starknife flies wide.
~+~Combat Round 4~+~
Miri (-6)
Dusty
Fizzlebottom
Red (-16)
High Fool

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Fizzlebottom moves back down the stairs, unlimbering his crossbow as he does, and lets fly with a bolt at the creature.
crossbow: 1d20 + 5 ⇒ (11) + 5 = 16
bolt: 1d6 ⇒ 1

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Dusty carefully tracks the fleeing mite and takes another shot before heading up the stairs to cut him off.
'Betsy' (PBS): 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Cold Iron Piercing: 1d8 + 1 ⇒ (6) + 1 = 7

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Miri chases the mite as well, racing around the bannisters!
Double move!

GM MattMorris |

Botting: Miri takes two shots at the creature.
rapid shot 1, PBS: 1d20 + 7 ⇒ (9) + 7 = 16 for piercing/CI: 1d8 + 3 ⇒ (2) + 3 = 5
rapid shot 1, PBS: 1d20 + 7 ⇒ (14) + 7 = 21 for piercing/CI: 1d8 + 3 ⇒ (1) + 3 = 4
Her second arrow knocks it unconscious--though it seems stable.
stabilize: 1d20 + 4 ⇒ (17) + 4 = 21
Whoops! Cross-posted there. Let's go with mine :) What do you folks want to do next?

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We have a case of Schrödinger's mite!
Miri looks around. "Did you shoot it? Where did those arrows come from?!" She looks down at the bow in her hand. "Oh, those must have come from ME. Adrenaline is weird."
She searches the mite, and then wonders, "Think we should search the rest of the living room?

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”Excellent shot, my dear!” the colorful man says to Miri. ”Very good decision on your part!” He retrieves his starknife and has a look around.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

GM MattMorris |

The mite has a Small crossbow and Small dagger, along with 2 tanglefoot bags and two potions of cure light wounds.
The High Fool notices smears of demon bile on the pillars of the ballroom's first floor.

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Unless anyone else particularly wants them, Fizzlebottom will take one or both tanglefoot bag since he often has little to do against these mindless creatures.
"More demon bile. Ugh. I guess we'd better investigate."

GM MattMorris |

The demon bile here seems to be merely an indication that tainted creatures live in this place. Perhaps it came from the mite.

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"Well then, let's check one of these other doors. How about these double doors up here since we are here now?" Fizzlebottom climbs up the stairs and joins Miri in front of the large double doors, tapping himself with his wand of Heightened Awareness.
"I hope there are no traps...?"
Perception, HA: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
"Nope, I'm sure there are none!"

GM MattMorris |

Indeed, the door is not trapped.
A large, red four-poster bed sits in the northeast corner of this grand bedroom. Many pieces of dusty jewelry lie on a round table beside a fireplace on the west wall. A large glass double door leads to a balcony with a view over hills and valleys to the south.

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Gingerly Dusty steps forward to examine the room, checking under the bed and out on the balcony before turning his attention to any jewels.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

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Miri helps search, and listens at the doors.
Perception (aid another): 1d20 + 5 ⇒ (3) + 5 = 8
Perception to listen at doors: 1d20 + 5 ⇒ (14) + 5 = 19
As she's searching, she asks, "Could someone help me with this?" She's got a wand in her hand, apparently of Cure Light Wounds, and a few scratches to go with it.

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Fizzlebottom attempts to use Miri's wand.
UMD DC 20: 1d20 + 9 ⇒ (2) + 9 = 11
UMD DC 20: 1d20 + 9 ⇒ (19) + 9 = 28
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Then he looks around the room to see if he notices anything interesting.
Perception, HA: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13

GM MattMorris |

Dusty, you notice that one of the necklaces on the table is more than what it appears. You think you saw it move!

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Perception: 1d20 + 7 ⇒ (1) + 7 = 8
"No sense letting these pretties lie unappreciated!" The colorful man swipes a few pieces of jewelry, his hand getting dangerously close to the moving necklace he doesn't notice.

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Dusty snaps Betsy up to his shoulder, and looses a quarrel at the necklace before the High Fool grabs it.
'Betsy': 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Cold Iron Piercing: 1d8 + 1 ⇒ (6) + 1 = 7

GM MattMorris |

Dusty's shot strikes the necklace just as the High Fool reaches for it. The "necklace" uncoils into a metallic snake-like creature that rears up, ready to strike. It's tough body seems to have absorbed some of the force of the bolt's strike.
Fizzlebottom: 1d20 + 2 ⇒ (6) + 2 = 8
Miri: 1d20 + 10 ⇒ (8) + 10 = 18
High Fool: 1d20 + 4 ⇒ (9) + 4 = 13
Dusty: 1d20 + 5 ⇒ (11) + 5 = 16
Snake: 1d20 + 2 ⇒ (2) + 2 = 4
~+~Combat Round 1~+~
Miri
Dusty
High Fool
Fizzlebottom
Snake (-2)

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The colorful man hops back a step, brandishing his rapier. "Tricky trinkets! We'll have none of that now!"
Rapier: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Parry: 1d20 + 8 ⇒ (6) + 8 = 14
Riposte: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

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Miri's head snaps around. "Hey now! Whoa, we can't have THIS."
She draws her bow on the move and fires off a shot at the tiny treasure.
Longbow attack, point-blank: 1d20 + 9 ⇒ (4) + 9 = 13
Longbow damage, cold iron piercing arrow: 1d8 + 3 ⇒ (2) + 3 = 5
True to form, Miri acts a little before she thinks. "What IS that thing, anyway?"
Knowledge check?: 1d20 ⇒ 20 +4 if Geography or Nature; +1 if Planes; untrained otherwise

GM MattMorris |

It is an iron cobra. (N Small construct) It has DR 5/-. If you exceed the DC by at least 5, please give me the questions you would like to know.

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Dusty winces as his bolt does barely more than scratch the snake, but lacking any way to trivially punch through its thick hide, he concentrates on hitting it in what weakpoints he can find.
'Betsy': 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Vs. Flat-Footed Touch.
Cold Iron Piercing: 1d8 + 1 ⇒ (5) + 1 = 6

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Fizzlebottom scowls to see yet another seemingly mindless creature. He steps into the room, retrieves one of the tanglefoot bags they found earlier, and lobs it at the strange creature.
ranged touch, 2nd range increment: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
If hit the creature has a -2 on attack rolls, -4 on Dex, and has to make DC 15 Reflex or be glued to the floor, unable to move.

GM MattMorris |

Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
While the High Fool and Miri miss the creature. Dusty and Fizzlebottom hit, though Dusty's hit barely penetrates the thick hide.
The creature is mired is goo, but attacks the High Fool.
bite: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21 for 1d6 + 1 ⇒ (5) + 1 = 6
confirm?: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 for 1d6 + 1 ⇒ (1) + 1 = 2
The serpent nimbly strikes, injecting the a potent toxin.
High Fool: DC 11 Fort Save or
Con Damage: 1d2 ⇒ 2 1/round for 6 rounds.
~+~Combat Round 2~+~
Miri
Dusty
High Fool (-6) Fort Save
Fizzlebottom
Snake (-3)(Entangled)

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Fizzlebottom draws his wand of cure light wounds as he moves behind the High Fool. (Can I move into the square I've put myself in on the map? It looks like it's got a table in it. I have enough movement if it's considered difficult terrain) Then he attempts to activate his wand to heal the Fool.
UMD DC 20: 1d20 + 9 ⇒ (11) + 9 = 20
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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Fort: 1d20 ⇒ 15
"Oh dear," the colorful man says as he sees the telltale signs of poison in the bite, "that's probably not good." Strangely, though, he doesnt feel any different.
Rapier: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

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Frustrated by their ineffectiveness, Dusty sets aside Betsy and moves forward to grasp the snake right beneath its jaws.
"Someone got some rope? We can just leave this thing tied up somewhere!"
Provoking with movement before the grapple attempt while I get into the flank
Grapple (Flank): 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 Vs. entangled CMD

GM MattMorris |

Attack of Opportunity: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21 for 1d6 + 1 ⇒ (6) + 1 = 7
Crit?: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 for 1d6 + 1 ⇒ (6) + 1 = 7
The snake snaps at Dusty when he approaches, injecting him with venom, but afterward the bolt ace pins it down and ties it head-to-tail.
We'll call that out of initiative. Dusty, will need a Fort save, though.
Dusty: DC 11 Fort Save or
Con damage: 1d2 ⇒ 2 1/round for 6 rounds.
Other than the cobra, there is a signet ring worth 25 gp and an assortment of jewelry worth 125 gp on the table.

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"Dusty! You all right?"
Miri tries to treat Dusty's poison the way she's seen combat medics do it.
Heal to treat poison: DC is the DC of the poison. If successful, Dusty gets a +4 bonus on his next Fort save vs. the poison.: 1d20 - 1 ⇒ (19) - 1 = 18

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"Fool, you got bit too, right?"
Heal to treat poison: DC is the DC of the poison. If successful, the Fool gets a +4 bonus on his next Fort save vs. the poison: 1d20 - 1 ⇒ (16) - 1 = 15

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Sigh, 19 to hit me and of course it hits the 20 :-p
Fort: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
"I'm fine, I'm fine. My hand just slipped is all."

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Miri looks out over the balcony and then heads to the door on the east side of the room. "Let's check this one out."
She listens at the door and then observes our previously-approved trap-checking behavior?
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

GM MattMorris |

The door to the eastern room is locked, but Dusty is easily able to open it.
Fizzlebottom: 1d20 + 2 ⇒ (11) + 2 = 13
Miri: 1d20 + 5 ⇒ (2) + 5 = 7 (+1 v. traps)
High Fool: 1d20 + 7 ⇒ (1) + 7 = 8
Dusty: 1d20 + 8 ⇒ (10) + 8 = 18
The furniture in this irregularly shaped room are cluttered with scientific equipment, and the glassy eyes of taxidermy animal heads stare down from the walls. At the north end of the room, the stuffed body of a large, winged beast is mounted on a low platform.
Dusty, you spot a trap on the floor just inside the door. (Marked in red on map.)