| "Hedran" |
Hedran would like to make a knowledge arcana check to see if the enemy has any protective spells cast on himself.
Arcana: 1d20 + 12 ⇒ (15) + 12 = 27
| GM Mort |
Try that once you have arcane sight. Otherwise you're stuck there for 3 rounds via detect magic.
Hedran casts detect magic to check for protective spells.
"What are you staring at me for, half-orc?" The redcap growls at Hedran. "Which part of scram did you not get?" Hedran does detect a magical aura around her.
Too short time to allow identification.
| "Hedran" |
Identify a spell effect that is in place Arcana 20 + spell level it says nothing about detect magic or Arcance sight. Arcane Sight, Greater has the the ability to let you automatically know the the spells on a character. You don't need spell detect magic active to identify spells being cast to there is precedent for not needingng it up. Gi ve it a second look but it's your call.
| Ratel Dier |
Earlier
Looking around the room, Ratel asks Nigel, "Burn it to the ground? Not a bad idea, I was wondering if we should try and have someone occupy it, if not we definitely don't want to leave it for the hobgoblins to take over."
now
Following the others, Ratel hears the offer from the 'redcap' looking at bear, he says softly, "Leave? I think not." he then shoulders his shield and draws out his mutagen and drinks it.
I couldn't tell if Ratel was visible to the fey and his dog, if this is the first round in a combat round that's fine. It's a move action and a standard action. The mutagen is good for an hour.
| GM Mort |
Hearing the clinking and more commotion around the corner, the redcap sighs. ”So it’s going to be one of THOSE days. Fine, have it your way.” The redcap then attacks the party.
Grenwold init: 1d20 + 5 ⇒ (5) + 5 = 10
Father Noelan init: 1d20 + 3 ⇒ (6) + 3 = 9
Robert init: 1d20 + 3 ⇒ (8) + 3 = 11
Ratel Init: 1d20 + 3 ⇒ (14) + 3 = 17
Hedran init: 1d20 + 2 ⇒ (18) + 2 = 20
Nigel init: 1d20 + 1 ⇒ (12) + 1 = 13
Redcap init: 1d20 + 8 ⇒ (6) + 8 = 14
Trollhound init: 1d20 + 5 ⇒ (5) + 5 = 10
Hedran up
Ratel drinks his mutagen and shoulders his shield.
| "Hedran" |
5ft step A big upward swing with the morningstar two handed.
Attack: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26 PA
Damage: 1d8 + 12 ⇒ (4) + 12 = 16PA
Attack: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 PA
Damage: 1d8 + 12 ⇒ (2) + 12 = 14PA
| GM Mort |
Hedran batters the trollhound with his morningstar and it totters around dizzily.
28 dmg done to trollhound
The redcap moves up to Hedran, swinging her scythe, catching him on his ribs. 16 dmg to Hedran
scythe: 1d20 + 11 ⇒ (9) + 11 = 20
dmg: 2d4 + 11 ⇒ (4, 1) + 11 = 16
Sorry, below bodyguard threshold so I won't roll it
"Do you mind friendly fire, Hedran? I could catch the trollhound and the redcap, but the spell will hit you too."Father Noelan asks Hedran.
Your choice, Nigel and Robert up
Grenwold roll off: 1d20 + 5 ⇒ (17) + 5 = 22
TROLLHOUND roll off: 1d20 + 5 ⇒ (20) + 5 = 25
| GM Mort |
Nigel smacks the trollhound another time and it collapses onto the ground.
"Ok, trollhound's down, that makes my life simpler." Father Noelan answers, satisfied.
"Noooo you killed Slobber! He was such a good doggie." The redcap wails.
Father Noelan then unleashes a burst of radiance on the redcap.
Burst of radiance dmg: 4d4 ⇒ (3, 4, 2, 1) = 10
ref save redcap: 1d20 + 10 ⇒ (11) + 10 = 21
The redcap is not blinded by the sudden burst of radiance, but seems to be burned by the light. 10 dmg done
Robert moves up the stairs, then fires a single durable cold iron arrow at the redcap, but it flies out through the arrow slit.
arrow: 1d20 + 13 ⇒ (2) + 13 = 15
No need decision point since trollhound is down
Grenwold,Hedran and Ratel up as well
Edited - Because the trollhound is off init, so it's now only party and redcap
| Grenwold Houtvester |
In sylvan "Ուխ, քանիսն եք այնտեղ:"
Gren rides up the stairs with Fenton and takes a swing at the redcap from further in the room.
mwk cold iron glaive: 1d20 + 7 ⇒ (4) + 7 = 11
glaive damage: 1d8 + 1 ⇒ (1) + 1 = 2
| GM Mort |
"What is it to you, gnome? You had every chance to leave but you persisted in hanging around after I told you to get lost!Then you killed my dog!" The redcap retorts angrily after Grenwold's swing goes over her head.
| Ratel Dier |
Not wasting his breath on excessive words, Ratel moves forward, pointing at the troll hound telling Bear ”Attack” while he goes after the redcap with his blade.
Move action 20 ft.]str 22, AC 23 Ratel: scizore, power attack
attack: 1d20 + 8 ⇒ (19) + 8 = 27 for damage: 1d10 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18
I didn’t see the troll hound on the map, I’m assuming Bear can get to it. ]Bear attack
Bite: 1d20 + 7 ⇒ (5) + 7 = 12 for damage: 1d6 + 4 ⇒ (4) + 4 = 8
| GM Mort |
Ratel manages to stab the redcap in the gut.
Bear chomps on the trollhound.
Hedran casts brand then attempts to club the redcap.
concentration v DC 15 for brand: 1d20 + 7 ⇒ (16) + 7 = 23
morningstar: 1d20 + 4 ⇒ (11) + 4 = 15
morningstar: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d8 + 8 ⇒ (4) + 8 = 12
fort: 1d20 + 6 ⇒ (7) + 6 = 13
The redcap dodges his first swing but the second swing catches it in its side, inflicting a nasty brand.
The redcap heals a little swings its scythe at Hedran, but Weasel snaps at the redcaps eyes and she flinches back, causing her scythe blow to go wide. She tries to kick Hedran but only lands on his leather lamellar. She then takes a 5 ft step north.
scythe: 1d20 + 11 ⇒ (8) + 11 = 19
weasel bodyguard: 1d20 + 8 ⇒ (3) + 8 = 11
kick: 1d20 + 4 ⇒ (5) + 4 = 9
Father Noelan, seeing a whole lot of cover in front of him, moves off the stairs and fires a single arrow at the redcap hitting her shoulder. 48 dmg done
longbow: 1d20 + 7 ⇒ (20) + 7 = 27
dmg: 1d8 + 3 ⇒ (7) + 3 = 10
longbow confirm: 1d20 + 7 ⇒ (4) + 7 = 11
Party up
| "Hedran" |
Concentration: 1d20 + 9 ⇒ (11) + 9 = 20
One Handed SC/SS (brand)
Attack: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
------------------------------------------------------------
Attack: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20 +1 brand damage on whichever attck hits DC: 13 fort.
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
| GM Mort |
The redcap dodges the first morningstar swing, but the second strike catches it on her side. Robert then buries an arrow into her throat and she goes down. The party finishes her, and her trollhound off. Searching her body, the party finds a +1 scythe, a whip feather token, a potion of cure moderate wounds and a potion of fly.
Searching a nest at the back of the room, the party finds contains 22 gp, 476 sp, a bracelet made from black jet (worth 200 gp), 13 chess pieces carved from soapstone (worth 5 gp each), a stylish cap made from albino beaver fur (worth 300 gp), and a strange sandalwood statuette of a bear eating a lion whole (worth 150 gp).
After using a grappling hook and climbing up to the trapdoor, the party finds that it opens up to the ceiling. The view is pretty nice, since they can see for miles. They also see a balcony on the third floor of the keep.
| GM Mort |
The third floor of the keep is about 140 feet from the trapdoor entrance, with nothing but open space in between. Unless one could walk through air, or fly, clearly it is not something that can be accomplished.
"Uh huh."Father Noelan remarks dubiously. "Have you discovered the secret of Flight yet?" Father Noelan points at the empty air between the two spaces.
There is no link bridge. How were you intending to get there? The keep = main building to the east.
| Ratel Dier |
There is no link bridge. How were you intending to get there? The keep = main building to the east.
how much lower is the wall beside the keep? Not that it matters, we should go to the keep first, let Ratel burn off the rest of his mutagen fighting something.
| GM Mort |
The party descends the tower and crosses the courtyard.
J14
This lofty entry hall contains a set of stairs ascending to the north, a double door to west, and a swinging door to the east. The odor of cooking meat wafts from the eastern door. Angled halls exit to the north and south, ending at stout wooden doors. Thick tapestries depicting forest scenes adorn the walls, but each tapestry is badly torn and stained with blood.
A hulking thing which is a patchwork of rotten cloth and grotesque skin, with stray bits of straw poking out the seams patrols the room and moves to attack the party.
Grenwold init: 1d20 + 5 ⇒ (4) + 5 = 9
Father Noelan init: 1d20 + 3 ⇒ (5) + 3 = 8
Robert init: 1d20 + 3 ⇒ (13) + 3 = 16
Ratel Init: 1d20 + 3 ⇒ (8) + 3 = 11
Hedran init: 1d20 + 2 ⇒ (5) + 2 = 7
Nigel init: 1d20 + 1 ⇒ (3) + 1 = 4
creature: 1d20 ⇒ 12
Nigel knowledge arcana: 1d20 + 13 ⇒ (19) + 13 = 32
hedran knowledge arcana: 1d20 + 12 ⇒ (17) + 12 = 29
Grenwold knowledge arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Nigel and Hedran recognize the creature as a skinstitch. It is a construct and has 5 DR/slashing and there is wasp nest of swarming sewed into its stomach. Any round in which the skinstitch takes more than 5 points of bludgeoning or slashing damage from a single attack (after applying its damage reduction), the nest has a 50% chance of shattering, releasing a wasp swarm from the seams in the skinstitch's skin. It has resist cold 10, resist electricity 10 and is vulnerable to fire.
Robert up, slide 11
| "Hedran" |
Site ate my updated post. Herdan is going to have to hang back a little he and weasel are looking worse for wear.
Recon healing:
2d8 + 2 ⇒ (4, 7) + 2 = 13
2d8 + 2 ⇒ (1, 7) + 2 = 10
| GM Mort |
The skinstitch lurches clumsily on the table, knocking some stools away in the process and swings its longsword, two handed, at Ratel but it does not penetrate his now toughed hide.
longsword: 1d20 + 7 ⇒ (10) + 7 = 17
"I think whoever who created this had some screws loose.It's disgusting. "Father Noelan comments as he takes a 5 ft step north east and shoots two arrows at the skinstitch. Both arrows bounce off its surprisingly tough cloth exterior.
RS: 1d20 + 5 ⇒ (7) + 5 = 12
RS: 1d20 + 5 ⇒ (10) + 5 = 15
He then commands Cavall to attack the creature. It takes a swing at Cavall as Cavall approaches, but Cavall ducks out of the way, then stumbles on a fallen stool as he tries to bite the skinstitch.
AOO on Cavall: 1d20 + 7 ⇒ (9) + 7 = 16
Cavall bite: 1d20 + 7 ⇒ (1) + 7 = 8
Party up
| "Hedran" |
Acrobatics or difficult terrain to cross the table? Not that it will matter here but can soft cover be used to avoid aoos?
Took 30 feet to get where he is. Depending on what is requires he may still get an attack.
| Ratel Dier |
Seeing the large patchwork creature, Ratel snarls, "You are truly unnatural, Bear attack." As bear moves forward attacking with tooth and claw, Ratel steps into the door, attacking with scizore, shield and then scizore again.
5 ft step, Bear Full attack
Bite: 1d20 + 7 ⇒ (18) + 7 = 25 for damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 7 ⇒ (6) + 7 = 13 for damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 7 ⇒ (15) + 7 = 22 for damage: 1d4 + 4 ⇒ (1) + 4 = 5
5 ft step str 22, AC 23 Ratel: BF MW coldiron scizore, power attack, + 1 shield power attack
attack: 1d20 + 8 ⇒ (6) + 8 = 14 for damage: 1d10 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
shield: 1d20 + 9 ⇒ (18) + 9 = 27 for damage: 1d8 + 1 + 6 + 4 + 2 ⇒ (1) + 1 + 6 + 4 + 2 = 14
attack: 1d20 + 3 ⇒ (4) + 3 = 7 for damage: 1d10 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
| GM Mort |
DT on table
Robert stumbles on the loose flooring and the blow goes wide.
Bear bites at the skinstitch, his teeth piercing into its skin. The second claw swipe does not penetrate the toughened cloth but the third claw swipe rips a line in its stomach, splitting the wasp nest of swarming, and the angry wasps swarm the party.
1 lucky, 2 not so: 1d2 ⇒ 2
Ratel stabs with his scizore but does not manage to stab through the cloth, the shield however bashes into its chest.
As he swings his scizore again, his blow goes wide. 29 dmg done
dmg: 2d6 ⇒ (2, 6) = 8
Ratel Fort v Distraction: 1d20 + 8 ⇒ (11) + 8 = 19
Bear Fort v Distraction: 1d20 + 6 ⇒ (8) + 6 = 14
Ratel Fort v Poison: 1d20 + 8 ⇒ (7) + 8 = 15
Bear Fort v Poison: 1d20 + 6 ⇒ (2) + 6 = 8
Bear and Ratel are stung by the swarm, and bear feels a little more sluggish from the poison. 8 dmg to Ratel and Bear, Bear takes 1 dex dmg
Grenwold knowledge nature: 1d20 + 16 ⇒ (19) + 16 = 35
Nigel knowledge nature: 1d20 + 11 ⇒ (12) + 11 = 23
Robert knowledge nature: 1d20 + 11 ⇒ (20) + 11 = 31
Grenwold, Nigel and Robert recognize the swarm as a wasp swarm. It is immune to weapon damage, single target spells (eh just go see swarm traits) for being diminutive and takes 50% more from area of effect damage and it can cause distraction and has poisonous stings.
Swarm—injury; save Fort; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.
| Grenwold Houtvester |
Grenwold is a little disgusted at the wasps and the horrible creature.
Mwk cold iron glaive, outflank, power attack: 1d20 + 7 + 4 - 2 ⇒ (11) + 7 + 4 - 2 = 20
glaive, power attack: 1d8 + 1 + 6 ⇒ (5) + 1 + 6 = 12
Ahh now I see the swarm on the map. It’s in that square Gren wanted to enter. Please move just him in (no Fenton)
Can chill touch hurt swarms? If so, does Gren get a free attack the round he casts it? I haven’t used it much, sorry.
| GM Mort |
Grenwold hacks at the creature with his glaive causing more stuffing to fall out of its seams.
Nigel moves up to the creature, while Hedran takes a swing at the creature with his longsword, loping off its head.
longsword: 1d20 + 6 ⇒ (14) + 6 = 20
dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Party up then swarm
Father Noelan calls Cavall away from the swarm and also runs off. "I can't do anything about that swarm. If you have any ideas, do it!"
No on chill touch. No single target spell can hurt the swarm. And you need to attack the skinstitch else it won't go down. Please redo your attack. Unless you want the skinstitch to keep bothering the party.
| Grenwold Houtvester |
I’ll put it back in, but please move just me (no Fenton) into the swarm and roll saves and damage (don’t forget poison bonus). I’m on my phone putting kiddo to bed.
”Agh, don’t look at me. It looks like I didn’t prepare for wasps.” as he waves away the buzzing creatures. He stays in the swarm, wagering he has the best chance to distract the wasps and the best resistance to the poison. He directs Fenton to get away from the buzzing mess.
Please move Fenton away!
| Ratel Dier |
"Come on Bear, let's get away from the bugs." Grabbing Bear by the harness, Ratel drags Bear out of the swarm and to the other side of the table.
double move away?
| GM Mort |
You can but basically if it isn't dealt with its going to keep buggering the party throughout
| Grenwold Houtvester |
I think Nigel would be the only one with alchemical items, but I have absolutely no idea about his character.
| GM Mort |
Skinstich is down
Robert figures if they get far away enough from this place, the swarm might not chase them that far. Other then that, now it's riled up, the only way to deal with a swarm would be by area of effect items(alchemist fire/acid), or area of effect spells.
| Grenwold Houtvester |
”Anyone have any oil or anything? Hot tar? What about the alchemists fire?” He swats at some of the wasps.
We have 8 in the consumables section of the loot sheet - who’s carrying that?
Nigel Percival Cartwright
|
Nigel draws an Alchemist's Fire, and backs away from the swarm.
"I'll zrow zis, and true to lure it outside."
Posting now, so I don't slow things down.
Alchemist's Fire: 1d20 + 5 ⇒ (16) + 5 = 21, for 1d6 + 3 ⇒ (1) + 3 = 4*1.5 = 6 Fire damage, and 1d6 ⇒ 5*1.5 = 7 Fire damage *the following* round.
| GM Mort |
Retrieving a specific item from a bag of holding is a move action. You cannot take out all 8 at the same time. We'll assume it isn't too stuffed. Giving it to Nigel is a move action as well. Not to mention Nigel isn't even beside you, so you need to go into the room to do it.
| GM Mort |
Robert goes into the room then pulls out an alchemist fire. Nigel takes it and throws it on the wasp swarm. move action to take it from Robert, no actions to move out
The swarm gets hit by a direct hit of alchemist fire, then swarms both Robert and Nigel. 10 pts dmg to Nigel and Robert
dmg: 2d6 ⇒ (4, 6) = 10
Robert distraction fort: 1d20 + 7 ⇒ (12) + 7 = 19
Nigel distraction fort: 1d20 + 6 ⇒ (17) + 6 = 23
Robert poison fort: 1d20 + 7 ⇒ (2) + 7 = 9
Nigel poison fort: 1d20 + 6 ⇒ (3) + 6 = 9
Both Robert and Nigel are not distracted by the swarm all over them, but they both feel sluggish from the wasp stings. 1 pt dex dmg
Bear Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Bear manages to fight off the poison.
The auroches, panicked by the angry buzzing wasps, flee out of the courtyard and into the woods.