
DM Mothman |

Initiative
Cody: 22
Crew: 20
Urgoth: 19
Locals: 18
Wasps: 16
Haldron: 13
Baldrick: 6
Jillian: 9
The brown are buildings, lighter brown are covered porches, green is jungle, blue is water, grey are docks and boardwalks. Purple are PCs, light blue are members of your crew, pink are locals, red are wasps. “d” indicates a door into a building. The wasps are currently all 10 to 30 feet up in the air (in some cases flying above buildings)Roll for initiative. Baldrick and Jillian will need to make perception checks to realise anything is going on. Once they do, they can try to recruit other crew members who might be inside the bar to help them if they want (diplomacy, intimidate or bluff checks required to recruit one crew member of your choice).
The crew members out in the open are random un-named crew members – they are unlikely to be much good in a fight, but Urgoth or Haldron can try to direct them too.

DM Mothman |

Cody hears some commotion outside and heads towards a door to see what he can see, unslinging his bow as he goes. Double move, position updated on map.
Those members of your crew caught out in the open gape in shock at the incoming wasps, not seeming to quite register the danger they are in. As the wasps come closer and it slowly dawns on them, they begin backing away and drawing weapons. Positions updated on the map.
Urgoth.

DM Mothman |

Urgoth’s arrow strikes one of the nearer wasps, which buzzes angrily. I have assumed you aimed for wasp 6.
Those locals nearest the wasps scatter and run, some making for doors to buildings which they wrench open but don’t have time to enter. Others hide behind buildings or duck under awnings. Those further away look about in confusion, not really comprehending what is going on.
The wasp that Urgoth fired at dives down and attempts to sting him.
wasp 6 charge attack: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d8 + 6 ⇒ (4) + 6 = 10 plus DC 18 Fort save or take 1d2 ⇒ 1 points of Dexterity damage.
Another wasp buzzes angrily around Urgoth and Haldron, but cannot get a good opening to attack.

DM Mothman |

Most of the wasps sweep south, some flying over roofs, some attacking locals or members of the crew, others hovering threateningly above them.
Wasp 3 attacks local. charge attack: 1d20 + 8 ⇒ (7) + 8 = 15 damage: 1d8 + 6 ⇒ (5) + 6 = 11 Fort save: 1d20 + 3 ⇒ (19) + 3 = 22 Dex damage: 1d2 ⇒ 2 Local unconscious.
Wasp 4 attacks crew. charge attack: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d8 + 6 ⇒ (5) + 6 = 11 Fort save: 1d20 + 3 ⇒ (7) + 3 = 10 Dex damage: 1d2 ⇒ 2 Crew unconscious.
Wasp 7 attacks local. attack: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d8 + 6 ⇒ (8) + 6 = 14 Fort save: 1d20 + 3 ⇒ (10) + 3 = 13 Dex damage: 1d2 ⇒ 1 Local dead.
Wasp 9 attacks local. charge attack: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 6 ⇒ (3) + 6 = 9 Fort save: 1d20 + 3 ⇒ (1) + 3 = 4 Dex damage: 1d2 ⇒ 1 Local injured.
Wasp 12 attacks local. charge attack: 1d20 + 8 ⇒ (20) + 8 = 28 damage: 1d8 + 6 ⇒ (5) + 6 = 11 Fort save: 1d20 + 3 ⇒ (14) + 3 = 17 Dex damage: 1d2 ⇒ 2 crit confirm: 1d20 + 8 ⇒ (1) + 8 = 9 damage: 1d8 + 6 ⇒ (2) + 6 = 8 Local unconscious.

-Baldrick |

By local/crew unconscious could that also mean bleeding out?
Baldrick rushes to the door of the taproom, taking in the carnage outside. He casts his mind to his knowledge of the creatures, while he starts casting.
Move 30ft to L31, start casting Summon Natures Ally 2. Knowledge Nature check to see if he can think of anything that may help in the current situation.
Know Nature: 1d20 + 8 ⇒ (13) + 8 = 21
Thinking of summoning an air elemental, though based on knowledge check might to fire instead. Can fire elementals fly?

DM Mothman |

Unconscious could also mean bleeding out, but you can’t really tell from here.
These horse sized wasps are as aggressive as their much smaller cousins. Humanoids are seen as prey, but it is rare for them to attack settlements unless they are under food or environmental pressures. They normally sting their prey enough to kill or incapacitate them, then pick them up and fly them back to the nest to feed to their grubs. They are very strong and tough and have no particular weaknesses. They are not at all smart and act purely on instinct. Their poison is quite powerful and can cause paralysis with enough stings (assuming the sword-sized stinger doesn’t finish you off first). They probably don’t like fire but are not intelligent enough to be scared of it.
Fire elementals can’t fly.

Jillian Spiritstep |

Sorry about the delay - I didn't see the thread had ticked over to a new page until just now. Rookie mistake!
At the first screams, Jillian's attention darts over to the windows of the pub, but she takes a moment to work out what the threat is. When she sees the wasps charging down, she stands and scans the bar for sign of allies. Seeing the Besmaran Priestess, she yells out to her crew mate.
'Sandara, the villagers and our crew need your help. Mind your own safety, but see what you can do for them.'
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Moving over to the door, she calls on her own mystical powers, calling for protection against the giant insects before venturing out among them.
Casts Ice Armour revelation

Haldron Illius Stormrun |

A little slower to react, the wasps are upon Haldron before he can seek out a missile weapon to target them. He immediatley strikes at the one that has flown down to him, first with one of his handaxes, then with one of his cutlass.
Handaxe: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Cutlass: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
EDIT: Cutlass threatens critical
critical confirm: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Haldron Illius Stormrun |

'Calling the crew out here in the open is folly, Urgoth,' Haldron gasps in between strikes. 'We need them to find cover and battle the wasps on more even footing.'
Should we try to head to the pub and target wasps 4, 3 & 2 before they carry off their targets on the way to cover? Or leave those ones to Jillian/Baldrick/Sandara to deal with and try to help the villagers being helped by 10 & 11

Haldron Illius Stormrun |

Baldrick is planning on concentrating on reviving crew and villagers that are bleeding out, might summon another creature to help occupy wasps then just try to heal. Noticed he has a wand of summon creature - wands are instantaneous rather than full round casting right Moth?
Keep in mind Jillian and Sandara can also assist with healing if needs be. But I think the big risk is we won't get to them in time; the wasps will take off with their prey as soon as they are unconcious/dead. So being able to summon flying creatures to harass those trying to fly off with prey would be really useful.
For the same reason it could be wise not to spread out too far; probably at least stay in pairs if we can, to give some protection against being killed and/or carried away. The wasps seem to hit pretty hard. Of course, we could try going for a ride on a couple of them...

DM Mothman |

Sorry about the delay - I didn't see the thread had ticked over to a new page until just now. Rookie mistake!
At the first screams, Jillian's attention darts over to the windows of the pub, but she takes a moment to work out what the threat is. When she sees the wasps charging down, she stands and scans the bar for sign of allies. Seeing the Besmaran Priestess, she yells out to her crew mate.
'Sandara, the villagers and our crew need your help. Mind your own safety, but see what you can do for them.'
[dice=Diplomacy]1d20 + 12
Moving over to the door, she calls on her own mystical powers, calling for protection against the giant insects before venturing out among them.
Casts Ice Armour revelation
There's about three actions in there - movement, diplomacy check and casting; do you want to drop the movement or casting? Either way, Jillian successfully encourages Sandara to help, so she will roll initiative and act next round.

DM Mothman |

Baldrick is planning on concentrating on reviving crew and villagers that are bleeding out, might summon another creature to help occupy wasps then just try to heal. Noticed he has a wand of summon creature - wands are instantaneous rather than full round casting right Moth?
No, if you use a wand that casts a spell that has a casting time of greater than 1 standard action it takes the increased time - so still a full round action for summon spells.

DM Mothman |

Just to be realistic about it, you're probably not going to be able to save everyone in this situation - they are too spread out, there are too many wasps and not enough of you. Your best bet might be to try to help those not yet injured (or still conscious) to safety. The wasps are unlikely to follow anyone into a building - they won't really fit through doors - and may even be reluctant to go under covered areas or into water.

Jillian Spiritstep |

There's about three actions in there - movement, diplomacy check and casting; do you want to drop the movement or casting? Either way, Jillian successfully encourages Sandara to help, so she will roll initiative and act next round.
Sorry! Let's go with the diplomacy and movement, and drop the casting for now. Jillian will move as far as she can towards the door, placing her somewher near Baldrick

DM Mothman |

DM Mothman wrote:There's about three actions in there - movement, diplomacy check and casting; do you want to drop the movement or casting? Either way, Jillian successfully encourages Sandara to help, so she will roll initiative and act next round.Sorry! Let's go with the diplomacy and movement, and drop the casting for now. Jillian will move as far as she can towards the door, placing her somewher near Baldrick
Ok, map updated.

DM Mothman |

DM Mothman |

One of the nearby crew members heeds Urgoth’s cry and charges forward, slashing at the wasp threatening Haldron and Urgoth with a scimitar.Charge attack, flanking: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d6 + 1 ⇒ (4) + 1 = 5
crit confirm: 1d20 + 7 ⇒ (5) + 7 = 12 damage: 1d6 + 1 ⇒ (2) + 1 = 3
Others duck for cover, or dive into the harbour. Swim check: 1d20 + 7 ⇒ (7) + 7 = 14

Urgoth the Bear |

Urgoth feels the familiar tingle of anger start to spread over his body, and allows the feeling to grow. Roaring in rage, he drops his bow and pulls out his boarding pike (non-extended) and stabs up at the wasp he hit earlier with the arrow.
Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

DM Mothman |

Most of the locals remaining out in the open rush into buildings – several pushing past Baldrick and Jillian and the entrance to the Commons – or try to hide. One who was injured by a wasp manages to stagger into the relative safety of the boat shed. Another is attacked as he tries to get into the same building. Wasp 11 AoO: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 1d8 + 6 ⇒ (5) + 6 = 11

DM Mothman |

Most of the locals remaining out in the open rush into buildings – several pushing past Baldrick and Jillian and the entrance to the Commons – or try to hide. One who was injured by a wasp manages to stagger into the relative safety of the boat shed. Another is attacked as he tries to get into the same building. Wasp 11 AoO: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d8 + 6 ⇒ (3) + 6 = 9
Wasp 11 crit confirm: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d8 + 6 ⇒ (2) + 6 = 8
He doesn't make it.

DM Mothman |

Several of the wasps chase fleeing locals, one buzzing around the porch at the front of the Commons, seemingly hesitant to fly under the low-hanging awning. Others pick up and fly off with their unconscious or dead prey.
The wasps attacking Urgoth and Haldron keep attempting to find openings to sting their prey.
Wasp 5 vs Haldron: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d8 + 6 ⇒ (5) + 6 = 11 Make DC 18 Fort save if that hits or take 1d2 ⇒ 2 points of Dex damage.
Wasp 6 vs Urgoth: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d8 + 6 ⇒ (6) + 6 = 12 Make DC 18 Fort save if that hits or take 1d2 ⇒ 1 points of Dex damage.

Haldron Illius Stormrun |

Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14
Haldron grimaces as the stinger of the wasp pierces through his armour, and he feels it's poison spreading through his body, slowing his reaction times.
He shrugs off the pain and let's fly another two blows at the wasp before him.
Attacks Wasp 5 (flanking with the other crewmember). If it falls with first roll can he 5ft step to z17 and attack Wasp 6?
Hand axe: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Cutlass: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Jillian Spiritstep |

Jillian fights her way through the tide of people fleeing into the pub and emerges to find one of the gigantic wasps hovering just outside the porch area. Beyond, she sees another wasp bearing down on one of the village people.
She wracks her brain to try and determine what the natural enemy of wasps are.
Move to O33. Casts ghost sounds, centered at U32. Attempting to confuse/distract, wasps 1, 2 and 4. Will disbelief. DC 16
Knowledge Nature: 1d20 + 7 ⇒ (8) + 7 = 15

DM Mothman |

Wasp 1 Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Wasp 2 Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Wasp 4 Will Save: 1d20 + 2 ⇒ (12) + 2 = 14
The wasps hover about, antennae twitching. They failed their save, but its hard to say how distracted they would really be …
Jillian knows that normal sized wasps have many predators – various types of insects including certain species of preying mantis, dragonflies, beetles, even other wasps – and also many types of insect eating birds. She’s not sure what would eat giant wasps – possibly even more giant versions of the things that eat normal wasps?

DM Mothman |

Haldron grimaces as the stinger of the wasp pierces through his armour, and he feels it's poison spreading through his body, slowing his reaction times.
He shrugs off the pain and let's fly another two blows at the wasp before him.
Attacks Wasp 5 (flanking with the other crewmember). If it falls with first roll can he 5ft step to z17 and attack Wasp 6?
Haldron continues to slice at the wasp, at last felling the giant insect, which crashes to the ground nearby.
Which reminds me, I didn’t roll Fly checks for the ones that Urgoth or Cody hit last round …
Fly check Wasp 6: 1d20 + 3 ⇒ (18) + 3 = 21
Fly check Wasp 9: 1d20 + 3 ⇒ (18) + 3 = 21
Oh well, never mind.

Urgoth the Bear |

Will go Urgoths next action while I'm here
Urgoth roars in rage, thrusting at the wasp that just struck him with all the power he can manage, clenching the boarding pike tightly in both hands.
two handed Power attack -2
1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19

DM Mothman |

Will go Urgoths next action while I'm here
Urgoth roars in rage, thrusting at the wasp that just struck him with all the power he can manage, clenching the boarding pike tightly in both hands.
two handed Power attack -2
d20 + 10 -2
d8 +6 +6
Urgoth stabs upward fiercely with the boarding pike, skewering the insect through the thorax. It beats its wings rapidly for a few seconds then dies.

DM Mothman |

Wasp 1 stabs at the air elemental with its stinger.
Stinger: 1d20 + 6 ⇒ (6) + 6 = 12 damage: 1d8 + 6 ⇒ (5) + 6 = 11 I don’t think an elemental can get poisoned …
Wasp 2 lands and crawls up onto the porch to attack Sandara.
Stinger: 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d8 + 6 ⇒ (7) + 6 = 13 Fort save: 1d20 + 3 ⇒ (8) + 3 = 11 Dex damage: 1d2 ⇒ 2
Wasp 8 buzzes towards Urogth and Haldron. 1-3 it attacks Urgoth, 4-6 it attacks Haldron. 1d6 ⇒ 1
Stinger charge attack: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 6 ⇒ (7) + 6 = 13 Fort save DC 18 or take 1d2 ⇒ 2 Dex damage. Also, Haldron needs to make another Fort save at DC 18 to fight off the poison still coursing through his body or take another 1d2 ⇒ 2 Dex damage.
Wasp 10 attacks a local.
Stinger: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d8 + 6 ⇒ (3) + 6 = 9