Naiyra |
Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Naiyra sees the swarm of bats, unsure how to deal with such a force she begins to look for an exit. Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Damn you dice!
Mahasi Mi Khaing |
Mahasi utters an oath to Irori in Vudrani. Seeing the swarm he pulls a flask from his belt, steps 5' to the West and throws
Ranged Touch: 1d20 + 2 ⇒ (13) + 2 = 15
I believe this to be vs flat footed as I appear to be acting first in initiative
1d6 ⇒ 1*1.5 vs a swarm or 1 pt splash on a miss.
Hit or miss, 1 pt. Huzzah.
Sardon |
init: 1d20 + 1 ⇒ (14) + 1 = 15
Seeing the bats rising up from the floor, Sardon mutters foul Tian words and grabs a flask of acid. He flings it at the bats as they swarm towards the party.
Ranged Touch: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 ⇒ 3
DM Kludde |
The bat swarm moves up to Thaurux and Sardon
Damage to Sardon: 1d6 ⇒ 4
Damage to Thaurux: 1d6 ⇒ 5
Bats! Bats everywhere! Squeek! Eek! Squeek!
The distraction of the squeaking and leathery wings cause nausea.
Map updated. Thaurux and Sardon have bleeding (1hp/round)
Naiyra searches for a way out, but finds only the drop to the previous floor as a way out.
Thaurux is up, then everybody else
Thaurux |
Wow! I thought it was just for flavor I was not expecting them to hurt us, let alone that much! Yeah fantasy worlds! I am a bit at a loss and not familiar with the context here, can I actually harm them with a weapon?
Fortitude: 1d20 + 3 ⇒ (17) + 3 = 20
DM Kludde |
I must admit, this is the first time I encounter one of these in a module. Oof! They're pretty tough, aren't they? You can't hurt them with weapons, really, you need area effects to take them out. They only hurt whoever is standing in the swarm, so moving around (which you can do normally) would work.
Many of the bats fly out and away from the tower, though the swarm is still significant in strength.
Mahasi Mi Khaing |
Mahasi, lacking anything better to do, tears off some of of his robe and attempts to bandage and tries to help Thauraux.
Heal 1d20 + 1 ⇒ (5) + 1 = 6
Don't forget Area attacks v swarm (like acid flasks) do 50% more to swarms.
Thaurux |
Thaurux retreats to a corner south and attempts to bandage himself with Mahasi robe pieces. Heal: 1d20 ⇒ 14. ”Do you have any magic that may help? Maybe bright light will chase them away.”
DM Kludde |
Thaurux whinces as Mahasi tries to stop the bleeding, then decides to take matters into his own hands. The bleeding has now stopped
Sardon is still affected. Naiyra is up, then the bats.
Naiyra |
Naiyra, seeing her companions attacked by the bats and realising she doesn't have the means to harm the bats in any way retreats to the south east very concerned. She looks over the ledge to try and discern how much of a drop it is and asks, "Anyone have any ideas?"
DM Kludde |
Preferrnig freedom over the panicking adventurers, the bats disperse into the rainy autumn afternoon.
Sardon is bleeding.
Mahasi Mi Khaing |
Mahasi tears another strip of cloth from his clothing and attempts to to aid Sardon. His garment is rapidly becoming rather immodest.
Heal: 1d20 + 1 ⇒ (5) + 1 = 6
Going to have to buy a new set of scholar's clothing after this...
Naiyra |
Naiyra see the bats leaving and she checks on her companions. She is concerned for the warriors. Both of them have taken a beating, especially Thaurux and we have no access to healing.
"Are you both alright?" she asks them as she looks around examining the area they're in more carefully now that the bats are gone.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
DM Kludde |
Under the rubble is the corpse of a decaying Troglodyte. They don't smell any better dead than they do alive. Apart from the usual equipment of club and javelin, this one was also carrying a flask that contain a healing liquid, which remained miraculously undamaged. Just what the doctor ordered.
As Naiyra scouts the area, she finds a piece of discoloured wall, which turns out to be concealed passage to the southern flank of the tower. The passage does not open, however, and Naiyra soon find it to be a rather well-built lock that is denying access.
Sardon |
Heal: 1d20 + 1 ⇒ (4) + 1 = 5
I knew there was a reason I took Vudrani as a second language. Feel free to try again.
hps now 6/12
Grabbing the rags from the sorcerer, Sardon attempts to bind his own wounds, making more of a mess than the sorcerer as he mutters.
"वे आँखें है, लेकिन वे कहीं और समाधान के लिए देखो."
Thaurux |
”We are weak and exposed with no shaman to invigorate us. This elixir we found will only heal one of us but for how long. It would be acceptable to retreat and investigate another time, but….” Thaurux watches his companions response.
”If we are to proceed further what I propose is this. I consume the elxir, then don the shield and shorter weapon Sardon carries and act as front line. Since Sardon is injured as well, but can harm our enemies at reach, he can stand behind me. If he trips an opponent this way, we will both have an opportunity to attack it. Nairya is still holding her own as a scout and can position herself accordingly.
If any of us gets further injured, we should withdraw. I have a rope in my pack we should set for a ready retreat should it be called for.
Mahasi can close the line."
"Mahasi, what resources do you have in your arsenal, speak the truth now?”
I may have to start boosting this barbarian’s wisdom the way I play him; unless it’s average int/wis with pure charisma talking.
Mahasi Mi Khaing |
"I can call upon the mighty colors of magic, or summon the shaming substances of grease and ooze I think perhaps three more times today. I can freeze enemies bones without end... although it is not nearly as mighty as your blades". He looks a little sheepish at the last admission.
Sardon |
"बहुत धन्यवाद, मेरे दोस्त," Sardon says to the sorcerer.
"The only flaw in that plan is that this does require two hands to wield." Sardon holds up the heavy flail. It is a two handed weapon, sorry. "If you take the shield and one of the creature's clubs, that would work. Or we could switch places."
I'm perfectly happy to stand behind, but it might work better to switch places. I've got the better AC, and a +1 with the shield. Our best bet might be to actually both stick with our polearms, let me go ahead and trip, then you can move up, raging and power attacking and +4 to hit a prone foe and kill the s@%t out of things.
Naiyra |
"I think I've found a hidden passage." Naiyra calls out.
Naiyra sheathes her sword and takes out her tools. She carefully goes to work on the lock. Using all her focus and skill gently twists the lockpick feeling the levers give way.
Disable Device: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
She smiles as the lock gives way to her skill. Got it! Once you fellows figure out who will take the potion we can get moving. I'm going to scout ahead. Naiyra quietly enters the passage pulling out the javelin she got from the trap.
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Sardon's plan makes more sense.
DM Kludde |
Naiyra enters a large room to the southeast. Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.
Two humanoid skeletons, wreathed in auras of flame, are in this room. They haven't noticed Naiyra.
This is a temple of Nethys, god of magic, in both aspects of protection and destruction. The writings are quotes from Nethys's holy book.
DM Kludde |
As far as I know:
Sardon: 6
Naiyra: 12
Mahasi: 7
Thaurux: 4
Naiyra |
Naiyra quietly leaves the room and returns to her companions, noticing the unconsumed poition and hurriedly says, "Well whatever you decide to do you better do it quick because there are two skeletons on fire on either ends of the next room. I'll take that club if you don't mind." Mahasi if you can use grease on the skeleton that's on the far end of the room so that we can deal with them one at a time and I'm guessing that freezing thing you were taking about earlier will be useful since those skeletons are on fire.
Naiyra holds out her hand for the club.
Naiyra |
Naiyra stows the javelin and accepts the club from Thurux. She then attempts to sneak into the room with the Skeletons.
Sneak: 1d20 + 11 ⇒ (19) + 11 = 30
She takes careful aim and throws the club at the nearest skeleton.
Attack/Damage/SA: 1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 61d6 ⇒ 6
God I hope that hits the damn skeleton flat footed, those damage rolls are awesome
Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Naiyra |
If she acts before the Skeletons she pulls out and takes a couple of steps if necessary, then throws the Javelin and throws it at the nearest Skeleton.
If the Skeletons Act before her and approach her then she draws her sword and same attack.
Attack/Damage/SA(if Skeleton is FF: 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 21d6 ⇒ 3 Less 5 for DR so another pointless attack
DM Kludde |
Unfortunately, throwing the club gives you a -4 for being an improvised projectile.
Naiyra throws a club at the nearest skeleton, but it goes wide and smacks into the altar. The skeleton turns a pair of fiery eyes toward Naiyra. It points a finger and opens its mouth, mimicking the gestures old of for dubbing someone doomed. Both skeletons then advance on the poor rogue.
Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Naiyra throws her javelin, but again, the projectile goes wide. The nearest skeleton engulf Naiyra in a flaming aura, and bring its scimitar to bear:
Skeleton, fiery scimitar: 1d20 ⇒ 3
Skeleton, fiery claw: 1d20 - 3 ⇒ (5) - 3 = 2
Both the scimitar and claw swings go wide.
Naiyra, for being inside the aura, you will take 1d6 of damage at the start of your next turn if the skeleton is still up
May I be the first to point out that there is a door with a DC 25 lock at your disposal?
Perception, Sk1: 1d20 ⇒ 13
Perception, Sk2: 1d20 ⇒ 10
Sardon |
Sardon slips into the room behind Naiyra and scoops at the flaming skeleton's legs with his guisarme. The square directly N of Naiyra's. Pesky 20' move.
Trip: 1d20 + 7 ⇒ (11) + 7 = 18
DM Kludde |
Bony reflex save: 1d20 + 2 ⇒ (11) + 2 = 13
The greasy surface appearing under the skeleton causes it to trip over in a post-mortem moment of embarrassment. The skeleton lies prone.
Trip as AOO is fine, as it's an attack. Things like grapple, drag (standard actions) are not allowed as AOO
Thaurux is up
Naiyra |
The club isn't an improvised throwing weapon. It has a range of 10 feet.
Attack/Damage/Sneak Attack: 1d20 + 4 ⇒ (13) + 4 = 171d6 ⇒ 51d6 ⇒ 3 Updated to remove flanking maneuver after I saw the grease I hope that's okay. Btw, where did the club land because I will probably have to pick it up.
Fire damage 1d6 ⇒ 1
As she attempts to strike the skeleton, the flames surrounding the monster start to burn her. It isn't too bad so she shrugs it off.
DM Kludde |
Dang, you're right. Who'd've thought. The attack, however, would still have been a miss
Thaurux |
Thaurux positions himself to flank the first skeleton. 40 move, to the south of the skeleton
Flank Power Attack To Hit: 1d20 + 5 - 1 + 2 ⇒ (18) + 5 - 1 + 2 = 24
dmg: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12
DM Kludde |
That brings you into the greased area, which requires a reflex save to stay upright.
You can attack from the southeast, but you'd have to roll again.