Bibic |
How about the dawn twilight rather than the dusk twilight so it's sunny while we investigate the place rather than dark. We'll be more obvious with light sources in the dark I think. But I totally like twilight for the trip over, excellent suggestion.
Noya Aurora Evangeline Bridget |
Twilight means both Dawn and Dusk.
Searching at night and searching during day each has a problem,
Day We have light, but have to deal with creatures awake,
Night we have darkness to cover use, but poor to no visibility.
Spasi Gaten |
Spasi nods along with Bibic.
"Yeah, let's do that. Dawn it is. Good call, Bibic," Spasi agrees.
Spasi gets in the boat.
GM Fanguar |
In the dim morning mist, you ease your boat through the still water, heading in the general direction of the large stone piling know as the Crow. The trip is unerving in the stillness and silence of the thick fog and more than once you think that you've become lost.
Suddenly, the massive stone structure appears out of the fog in front of you, its entire surface carved in horrific avian gargoyles that give the piling its name. Circling around you find a small dock of sorts.
A tall lancet arch at water level leads into a chamber at sea level within the side of the Crow. Inside is what was once a small, stepped terrace, now filled with sea water to the level of its top step. Three rowboats are tied off to heavy stones placed on this step. Above, the ceiling rises almost all the way up to the top of the monument. An opening leads off this shaft to the west near the ceiling. At the west end of this room lies a small alcove whose floor shows the stains of countless campfires. The back wall of this alcove has broken through, revealing a passageway beyond.
I've posted the map of the Crow THE CROW. You are in B1.
Spasi Gaten |
Spasi jumps out of the boat, anxious to be on solid ground again.
I don't like boats much. Actually, boats are fine...it's the fear of drowning and the rocking motion that is less good.
Spasi holds the boat steady so everyone can get off safely, then ties it up.
"Well, let's go."
Spasi takes his position behind Rhesus and the rest, wondering if he should armor up again and what they'll find inside.
Rhesus Ghawn |
"You ok Spasi, you don't look so good. Water get to you?"
With a might clap on the back Rhesus attempts to comfort Spasi, before pulling his earth breaker out of the boat and moving to the head of the dock.
"You ready Clem?"
Bibic |
Bibic nods his thanks to Spasi holding the boat as he gets out. He releases his new bow and looks around a little as he waits for the others.
He concentrates a moment on the shard. Satisfied, he murmurs to the others, "I think this is the place."
Spasi Gaten |
"I'm fine Rhesus. It's just...yeah, it's nothing. Let's explore this place."
Feel free to push, Rhesus. We got your back...but don't want to post for you going into areas.
GM Fanguar |
Rubble from the collapsed wall has been pushed out into the next chamber. Traces of recent habitation, bits of trash and rubbish and the odd piece of clothing or equipment, are scattered here and there, though the room now appears to be unused.
To one side is a staircase leading up and to the other is another small room. The foul odor and suspicious stains on the floor reveal that this chamber was used as a privy within the last few weeks. Huddled in one corner are the rotten remains of a small dog.
Spasi Gaten |
Spasi walks in, nodding, as he looks around, smiling.
1d20 + 7 ⇒ (18) + 7 = 25 Perception
1d20 + 1 ⇒ (9) + 1 = 10 Survival
"Ah yeah, this is the brisket. I bet that shard is nearby. Probably right near here..." Spasi goes and looks under a rock and then is disappointed when it isn't there.
Clement Twice-Born |
Clement frowns at the sight of the deceased dog, sad that such an animal would meet a fate in a place like this. He wastes no time approaching the dead creature and immediately begins to excavate a small grave for the it.
"Go ahead and check that room out, I'll just be a moment. Poor thing."
Rhesus Ghawn |
Survival: 1d20 + 1 ⇒ (18) + 1 = 19
"Looks like there were 10 of them. Probably recent."
Rhesus watches as the others play with rocks and dead things.
Ah, childhood.
Spasi Gaten |
Spasi looks at Rhesus, seeking clarification.
"What's that? 10 dogs were here? How did they get here? Doggypaddle?"
Clement Twice-Born |
Clem frowns when he realizes the remains belong instead to a rat, and chooses instead to not bury the creature into the dirt at this time.
"Well, looks like we don't need to wait while I bury this... err, thing. So, what's in that room over there? Wait for me, Rhees!"
Clem stands and moves over to stand next to his friend, retrieving his shield and mace as he does so.
Spasi Gaten |
Spasi follows behind Rhesus into the next area. B4
"Yeah, the shard is probably in this room. Let's get it and go back to get paid," Spasi says, looking for the shard (and anything else of interest) that is obviously nearby.
1d20 + 7 ⇒ (5) + 7 = 12 Perception
* * *Not finding anything...and when people are ready:* * *
"Well, let's go up this way," Spasi points to the stairs and B5.
Spasi will follow along.
Clement Twice-Born |
With each passing moment, the lack of danger heightens the anxiety building in Clement's gut.
"Careful... I just know something is going to jump out any moment!"
Clement avoids the yellow powder, giving it wide berth.
"Watch out for big rats, Rhees!"
Clement gives his protector a pat on the back while whispering a prayer to his empyreal angel.
Cast Shield of Faith on Rhesus, +2AC for 2 minutes. Go go!
GM Fanguar |
Climbing up the stairs, you enter an large room. Pillars line the centre of this long hall. At the far end is a low rostrum, the dusty stumps of ancient votive candles lining its outer edge. Two of these have been knocked over. Colourful murals of Thassilon pilgrims and giants marching over an intact Irespan cover the walls. B5
Rhesus: 1d20 + 4 ⇒ (7) + 4 = 11
Spasi: 1d20 + 7 ⇒ (5) + 7 = 12
Bibic: 1d20 + 7 ⇒ (1) + 7 = 8
Noya: 1d20 + 8 ⇒ (11) + 8 = 19
Clement: 1d20 + 8 ⇒ (17) + 8 = 25
Enemy Stealth: 1d20 + 12 ⇒ (19) + 12 = 31
Creeping in to the chamber you hear a squeak of alarm and a large Rat bolts out of the far corner of the room heading for the stairs Surprise round
Rhesus: 1d20 + 2 ⇒ (1) + 2 = 3
Spasi: 1d20 + 4 ⇒ (10) + 4 = 14
Bibic: 1d20 + 3 ⇒ (3) + 3 = 6
Noya: 1d20 + 2 ⇒ (11) + 2 = 13
Clement: 1d20 + 0 ⇒ (17) + 0 = 17
Enemy: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1
17 Clement
15 Rat
14 Spasi
13 Noya
6 Bibic
3 Rhesus
The rat is at the base of the stairs leading up and you all are ~20 feet away.
AC 16, touch 14, flat-footed 12
hp 20/20
Fort +3, Ref +6, Will +3
Defensive Abilities evasion
Clement Twice-Born |
Round 1, Initiative 17
HP: 10/10; AC: 18 (T11/FF18) -2 from charging
F: +2, R: +0, W: +4
Spells Left Today: 1st - 4/5
Channels Left Today: 4/4
Location: Front Row
FRA: Charge, attack with mace
"Rat!!"
Clement looks to the others for guidance, and seeing nobody stepping ahead of him, decides to show his bravery in battle.
Heavy Mace, charging: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 for 1d8 + 2 ⇒ (5) + 2 = 7
Heavy Mace, confirm: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 for 1d8 + 2 ⇒ (6) + 2 = 8
Spasi Gaten |
Spasi stands stunned as Clement charges into combat.
That guy is a killing machine...and hates rats.
GM Fanguar |
Round 1
17 Clement
15 Rat
14 Spasi
13 Noya
6 Bibic
3 Rhesus
Round 1 Init 15
The rat withdraws from combat and heads up the stairs.
AC 16, touch 14, flat-footed 12
hp 20/20
Fort +3, Ref +6, Will +3
Defensive Abilities evasion
The rat has a move of 40, so you can't actually catch it, but you can chase. I'll keep the combat counter running. Everyone may act.
Clement Twice-Born |
Round 2, Initiative 17
HP: 10/10; AC: 18 (T11/FF18) -2 from charging
F: +2, R: +0, W: +4
Spells Left Today: 1st - 4/5
Channels Left Today: 4/4
Clement looks to the others for assent in giving the rat chase. Seeing no obvious disagreement, he covers half the distance the rat covered in his attempt to chase it down and provide some extermination services. (Double move is sadly only 40ft)
Bibic |
Round 1, Initiative 6
HP: 15/15; AC: 15 (T13/FF12)
F: +3, R: +5, W: +2
Back Row
Opponent: Rat
MA: Chase the rat
SA: Longbow: 1d20 + 5 ⇒ (13) + 5 = 18 damage: 1d8 + 1 ⇒ (7) + 1 = 8
Bardic Performance = 10/10
Bard Spells Remaining: (First: 2/2)
0) Detect Magic, Light, Prestidigitation, Spark
1) Cure Light Wounds, Grease
Bibic shrugs, "It's just a rat." but as everyone else is chasing it, so shall he. He runs 30' after it, and if there's a shot, takes a shot with his bow. If there is no angle, he continues by double moving (60' total).
Spasi Gaten |
Did Clem's blow not splatter the rat?
Round 2, Initiative 14
hp 14/14; AC 16/12T/14FF (+4 w/Mage Armor); CMD 11
+1F/+2R/+4W
Back Row
Opponent:
MA: Move 40' .
SA:
Spasi follows cautiously and behind the rest of the party (double move).
Rhesus Ghawn |
Round 1 & 2
HP 25/25 DR 1/-, 2/lethal
AC 15/T12/FF13
CMD 17
F +6 R +2 W -1
Rage: 9/9
Row: Front
Opponent: None
Rhesus will keep up with the group.
"That's one tough rat. Don't worry Clem, just hit it harder next time."
GM Fanguar |
Sorry forgot to update the hp, Clem did hit. The stairs will take 6 rounds to climb at 40ft a round. I'll just assume that Bibic and Spasi keep with the group, allowing the meleers to take the lead.
The stairs go on for what seems like forever, but eventually the stairs end and an open archways stands before you.
We'll tentatively end combat and pick things up at the top of the stiars (6a on the map)
hp 13/20
Fort +3, Ref +6, Will +3
Defensive Abilities evasion
Spasi Gaten |
Spasi pauses to let others go ahead.
Might be a good time to re-protect myself.
"That was a tough rat. Quick too. I wonder if it was one of them fancy rats."
1d20 + 11 ⇒ (14) + 11 = 25 Know (Arcana)
1d20 + 9 ⇒ (13) + 9 = 22 Know (Religion)
Bibic |
Fancy rats? What the hell is a Fancy Rat?
"What do you mean by a 'Fancy Rat' Spasi? Do you think it might have been someone's familiar?"
Bibic looks around, his bow out and ready.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Apparently he can't get the idea of a Rat in a tux out his mind and, so distracted, finds nothing of interest.
Spasi Gaten |
Spasi nods and gives a greasy smile to the others.
"I really think that was one of them fancy rats...a dire rat. That's why it's back was so tough. We should be careful."
Who is up? Lets move in, Rhesus/Noya.
GM Fanguar |
Stepping into the room, Rhesus turns to see two woman and a horrific rat person looking over an over-turned table just as they release their crossbows,
TG 1 Attack: 1d20 + 3 ⇒ (8) + 3 = 11
TG2 Attack: 1d20 + 3 ⇒ (7) + 3 = 10
WERERAT attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 1d6 ⇒ (1) + (5) = 6
Rhesus: 1d20 + 2 ⇒ (19) + 2 = 21
Spasi: 1d20 + 4 ⇒ (11) + 4 = 15
Bibic: 1d20 + 3 ⇒ (17) + 3 = 20
Noya: 1d20 + 2 ⇒ (10) + 2 = 12
Clement: 1d20 + 0 ⇒ (1) + 0 = 1
TGs: 1d20 + 3 ⇒ (17) + 3 = 20
Rat: 1d20 + 3 ⇒ (16) + 3 = 19
Round 1
21 Rhesus
20 Bibic
20 TGs
19 Ratty
15 Spasi
12 Noya
1 Clement
They are in 6b and have cover from the crude barricade.
2 XP 200 each
Init +3; Senses Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp A:11/11, B:11/11
Fort +2, Ref +s, Will +1
OFFENSE
Speed 30 fl:. Melee short sword +1 (1d6+1/19-20) Ranged hand crossbow +3 (1d4/19-20) Special Attacks sneak attack +1d6
LE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 14, flat-footed 15
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 5/silver
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+2/19–20), bite –1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7
Rhesus Ghawn |
Round 1 Init 21
HP 20/25 DR 1/-, 2/lethal
AC 16/T12/FF14
CMD 17
F +6 R +2 W -1
Rage: 9/9
Row: Front
Opponent: Wererat
Rhesus grunts as the crossbow bolt impacts on his body, thankful that the chain shirt stopped the worst of the blow.
"Found your rat Spasi!"
With that he attacks.
Move to wererat, apply hammer.
Mwk EB PA: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 7 ⇒ (5, 6) + 7 = 18
Bibic |
Round 1, Initiative 20
HP: 15/15; AC: 15 (T13/FF12)
F: +3, R: +5, W: +2
Back Row
Opponent: None
MA: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)
SA: Longbow: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 (inspire) damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 (inspire)
Bardic Performance = 9/10
Bard Spells Remaining: (First: 2/2)
0) Detect Magic, Light, Prestidigitation, Spark
1) Cure Light Wounds, Grease
Bibic, concerned about the new creatures, tries to remember something of them.
Knowledge Local: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 (shard)
"I think it's a wererat - a shapeshifter, but more than that I do not know. He can die though!"
Knowing nothing more useful, he attacks the rat with his bow, but misses. He also begins to guide the party with oration to inspire them to greatness (+1 attack/damage everyone!).
"Nice swing Rhesus, just a little higher next time! Noya, get in there and show him how it's done. Clem, you too. Spasi, uh, er, do your thing!"
Noya Aurora Evangeline Bridget |
Noya moves into the fray.
Row: Front
Opponent: Towergirl
Atk:LongSword: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
and her sword swings well, but the towergirl dodges it.
Spasi Gaten |
Round 1, Initiative 15
hp 14/14; AC 16/12T/10FF (+4 w/Mage Armor); CMD 11
+1F/+2R/+4W
Back Row
Opponent: Tower Girl
MA:
SA: Cast Daze (DC 14 Will vs. lose next turn) at an uninjured tower girl.
Spasi stays back and casts Daze at one of the Tower Girls.
"Hey now, no need to shoot us! Just show us where the shard is and we'll be on our way."