GM Lithrac
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Half an hour of march in the sewers later, you find a noticeable landmark in your journey. Ahead is a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.
Liam Quinn Faolan
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Dungeon: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (2) = 22
Liam stops short, holding his hands out to warn his friends to keep back. He points to a small hole in the ceiling. "There. Could be flammable gas trapped from the sewers. I don't suppose anybody's been brushing up on their architect skills recently and could tell if we'd wind up with the entire tunnel collapsing on us if we set it off? If not, mayhap it'd be a more efficient way to deal with those vermin lurkin' over yonder."
Gert
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Liam, I forgot to reset the from last game, so really 13/14 is correct. I don't need any healing now I don't think.
"If we wanted to lure the vermin out, we could always present them with something yummy to eat. I'm sure tossing alchemist's fire in there would be a tragic mistake for us all." Gert takes some of Old Lace's carnivore feed out and tosses it into what she thinks would be a safe distance away from the rubble. Gert narrows her eyes at Old Lace and says "Heel."
Handle Animal: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
Anaristiel Teladren
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Anaristiel steps away from the debris. "Well, I don't think we have much choice. I'm in no rush to have more bugs swarming all over me, and we do have this alchemist's fire..."
Wulfren
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Wulfren moves to within 30' of the swarm and tosses an alchemist's fire from Liam.
RTA, with PBS: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage, PBS: 1d6 + 1 ⇒ (1) + 1 = 2
Liam Quinn Faolan
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Liam tosses one of the newly acquired alchemist's fire, keeping half an eye on the ceiling in case any trapped gas manages to ignite.
To Hit: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 5
GM Lithrac
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A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Your Acid Splash will have no effect, sorry Ic!
Both alchemist's fires are thrown simultaneously towards the swarm of spiders. One its it right in the middle, whereas the other one lands a bit off, but still breaks within the area swarmed by the vermin. There is a huge explosion - your ears buzz for a few dozens of second and you can't see through the smoke for a time either, but when it clears, you behold the scary effect of the mighty explosion that ensued the gas's igniting. Charred spiders are everywhere, lifeless, scattered. The swarms are now but a memory, and yet somehow the sewer's structure seem to have resisted the explosion.
You are thus able to continue your journey in the sewers, and soon reach another intersection where a minor sewer line flows into the main line from the south. Graffiti covers much of the walls here, most of it simple drawings. Prominent among them is a large stylized drawing of a wyvern in shiny gray paint. Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west, and a representation of a beggar’s bowl holding a coin and a key with an arrow pointing to the south. Underneath the picture of the bowl is the word “Almsman.”
Anaristiel Teladren
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"Well, it seems that we should head this way," says Anaristiel, indicating the southern passage. "Let's find the Almsman and figure out from there where to head next."
GM Lithrac
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Ahead a faint light glimmers in the dark. Slowly it resolves into a crude lantern held by a toothless old beggar who holds a chair leg in his other hand. Beside him stands a scrawny youth, similarly armed but obviously terrified. Behind the two derelicts is an open door bearing the symbol of the beggar’s bowl, coin, and key.
The old man eyes you warily as you approach, and says, “If yer intentions be peaceful, Abadar makes you welcome.”
Gert
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Oops. Boom! :)
"Peaceful intentions. Yes, that's us. We seek the Almsman, is that you?"
GM Lithrac
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The old beggar studies you carefully before giving you an answer. "I'm not he, lass. Enter and meet our benefactor." he quickly says as he gives two knocks in rapid succession on the wall next to him.
Beyond the door, a short flight of steps leads up into what appears to be the basement crypt of a church of Abadar. Perhaps two dozen beggars huddle among sarcophagi, some sleeping, some haggling over bits of junk or scraps of food laid out on blankets. A tall man in clean robes wearing a plain copper mask walks among them. Although you are unable to read his face, his voice is a cool greeting: "If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!"
Anaristiel Teladren
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Anaristiel smiles at the man's jest. "We have been sent to help determine whether there is a source of danger near his...home? He was wounded, and we are trying to keep the same harm from coming to others. If you would tell us what transpired when last you saw him, as well as point us towards where he lives, we would be most grateful."
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Liam Quinn Faolan
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Liam smiles at the Almsman, but he's clearly distracted and a bit distraught by the site of so many people fighting over mere scraps of food. "Aye. His story was a tad...unusual, but there seems to be some truth behind it. Those nasty scratches on his arms were real enough anyway, and they had ta come from somewhere."
Diplomacy(Aid): 1d20 - 1 ⇒ (9) - 1 = 8 Haha, nope again.
GM Lithrac
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The Almsman's voice warms somehow when you mention helping the "Prince".
"Ah, then we might be able to help each other. You see, I'm having a bit of a problem here with those Steel Wyverns. Quite territorial, this lot. My business is currently crippled by their constant nagging for "protection money", if you see what I mean. Things have been bad, but now they're asking more than I can afford, and haven't listened to any of my pleas. They are to come back in a couple of hours and intend to destroy everything here, beat senseless anyone they find. I swore a personal vow not to take arms, so I can't protect my sanctuary."
"I do know where "Prince" Gandros dwelt, and will gladly share this information with you if you help me drive off the Steel Wyverns when they come back. Do we have a deal?"
If you accept, you have two hours of preparation before the Steel Wyverns arrive to ransack the sanctuary. Map link of the location is below. Please note that the stone sarcophagi are immovable, and that the sanctuary doors are made of wood.
Liam Quinn Faolan
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Oooh, and ambush. Sounds fun. :-) I'm for accepting, but if other people disagree, that's fine; just ignore all of the below.
"Sounds fair ta me. Tell me, do ya know how many are likely ta show up? And ya said you will not take arms, but do you perhaps have any other way ta aid in defense? With, say, protective magicks and the loike?"
If there is more questioning of the Almsman, this comes after that. Also, do we have an estimate of how long we've been down here/how long it'd probably take to go back to town and buy a few things?
Likely we won't have the proper equipment for some kind of fancy ambush, but maybe some of these suggestions will give someone else an amazing idea?
"Now personally, I'm of the opinion that it'd be best to try ta bottle 'em in the entrance way. 'Tis a pity we can't move these here sarcophagi ta form a barricade, but that's tha hand we've been dealt. I don't have any tripwire, but mayhaps we can jury rig some kind of rope trap to make it harder for them ta enter the room?"
He pauses to consinder the stairway. "If we cannae keep them there, then we can at least try ta make it as hard as possible ta leave. Maybe caltrops and marbles? Or grease or soapy water?"
"It seems a bit unlikely that they'll have much in the way of magical support, but throwing a thunderstone we liberated off of those earlier chaps might sow some confusion. We could do it in such a way so as to remain uneffected, and I have some earplugs, so I'm fine with chancing getting caught by the blast."
He absently fingers his bow. "One thing I find meself wonderin': would it be better for me ta fire ma bow as ranged support or wade right in there and try ta distract them?"
Ranged: +2 to hit but no precise shot, 1d6 bow damage or alchemist fire/acid/one tanglefoot bag
Melee: Can up my AC to 21, provide flanking, try to aid another's to hit or AC (but with a +0 bonus, so only a 50% chance of being successful)
Either way, if people start taking damage, I plan to switch to trying to heal them with the wand instead as that'd probably be more useful.
Gert
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Gert listens to Liam go on and on about plans and possibilities, meanwhile moving into position behind the row of sarcophagi closest to the entrance. "I've got some pitons we could use to spike the door from the inside."
Wulfren
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"Good ideas Liam and Gert. Let's spike one door. Give 'em a way in. But we'll be ready. some od us can take cover behind the sarcaphogi, readying weapons or alchemists fire to hit the first one through the door. Then have a couple of our strong fighters stand to either side of the stairs, ready to flank anyone who does get through. So maybe Gert and Old Lace could set up to flank? Or Gert and Ic? I'll kneel behind one of these and start shooting as soon as they make their first threatening move."
Anaristiel Teladren
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"I can catch several with my longspear as they come through the door, might be able to pare down their numbers that way."
Anaristiel has Combat Reflexes, so she can make 3 AoO's per round. If everything were to work out, she'd be able to wound 3 (or 4, with a readied action) of them fairly quickly.
GM Lithrac
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The Almsman nods when you mention supplies. "I can sell you a few services. For 20 golden crowns I can cast a minor curative spell, up to twice per day. I can also sell potions and scrolls of the same spell for the usual price. You understand, of course, that my god's creed impose me to sell those - I can't give anything for free, lest it should anger Abadar."
"Since you've agreed to help, I can however give you these." he quickly concludes as he gives you two oils of bless weapon.
You'll notice that you have to place yourselves on the map.
Gert
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Gert spikes the door (indicated on the map) and her and Old Lace take up positions.
Liam Quinn Faolan
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Well sadly Liam actually does not have any caltrops. And I feel like smashing a few empty vials won't do much as long as they're wearing boots.
Also, not sure if I can actually do this or what kind of a check it'd be. But he'll do this after making sure anybody who needs to be in the room is in the room.
"Can someone give me a leg up?"
Assuming someone does:
Liam pulls out a fish hook and bends it slightly to make it mostly straight, but with a bend part way down. He then takes out his dagger and sling. He attaches the bent fish hook to the top of the unspiked door, using his dagger as necessary to aid in this. He then uses the dagger to pin one edge of his sling to the top of the spiked door. He hooks the free end of the sling behind the bent fish hook, so that when the door is closed or almost closed, it supports the sling, carefully placing a thunderstone in the sling's center while wearing earplugs.
So, the goal behind this is that when someone pushes the door open far enough to get in, the door will move far enough away from the fixed end of the sling that the loose end will come free, dropping the thunderstone to the ground below, where it will go off, hopefully deafening the intruders (while we are far enough away to remain unaffected) and giving us some warning that they're coming without having to watch the door.
If someone thinks this is a dumb idea, please feel free to stop Liam. I just wanted to try to come up with something creative/unusual/entertaining. And nothing's coming to me in terms of a rope trip wire or net or swinging spiked chains.
Liam then moves back, club in one hand and extract of shield in the other. His wand safely tucked up his sleeve in its spring-loaded sheath.
Anaristiel Teladren
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Anaristiel is placed where she is so that she'll get an AoO on basically anyone coming into melee range with her. If anyone would prefer that she be somewhere else, let me know.
Also, GM, would it be unreasonable for Anaristiel to ready an action to cast divine favor when the Steel Wyverns appear?
GM Lithrac
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It sounds like a great idea, Liam!
Ana: I think you can either cast it before the combat starts, for example when (and if) they try to force the door open, or you can cast it as your partial action in the surprise round if you win the opposed stealth/perception check and manage te get a surprise round. However, since you aren't hidden at all you won't get a chance to sneak up on them, so the first choice is probably your best bet.
Laughter and footsteps can be heard approaching from the west. A voice calls out “Almsman! What say you? Are you resisting or giving us what we want? I hope you’re resisting!”
Anaristiel Teladren
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When she hears the thugs at the door, Anaristiel calls down divine favor upon herself, then uses her wand to bless the party.
Standard action: Cast divine favor
Standard action: Activate wand of bless
Both effects last 1 minute
Attack (Longspear (2H), Divine Favor, Bless): 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18
Damage (Longspear (2H), Divine Favor): 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Attack (Longspear (2H), Divine Favor, Bless): 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19
Damage (Longspear (2H), Divine Favor): 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Attack (Longspear (2H), Divine Favor, Bless): 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
Damage (Longspear (2H), Divine Favor): 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Liam Quinn Faolan
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Liam for his part chugs his shield extract and then quickly ducks behind the stone coffin. He releases his wand, ready to leap into action either to distract with his club or heal with the wand.
GM Lithrac
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The pounding on the door becomes louder and louder, until the door finally breaks.
Break: 1d20 + 12 ⇒ (16) + 12 = 28
Wulfren: 1d20 + 3 ⇒ (19) + 3 = 22
Ic: 1d20 + 4 ⇒ (1) + 4 = 5
Anaristiel: 1d20 + 2 ⇒ (6) + 2 = 8
Anaristiel: 1d20 + 2 ⇒ (16) + 2 = 18
Gert: 1d20 + 4 ⇒ (14) + 4 = 18
Steel Wyvern Thug: 1d20 + 2 ⇒ (15) + 2 = 17
Randalan: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative - round 1
>>>Group 1 (Wulfren, Anaristiel)
Steel Wyvern Thugs, Randalan
Group 2 (Liam, Ic, Gert)
Wulfren and Ana can act!
Randalan delay to act just before the Steel Wyverns.
Liam Quinn Faolan
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Liam shakes his head at the thugs. They find one spiked door and decide that it's better to knock the door down rather than try the other one? Silly blighters. I hope they at least manage to sprain something in the process...
Wulfren
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Wulf steps out from behind cover. He takes a shot at the first thug in the doorway, straight ahead of him.
Musket, PBS: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage, PBS: 1d12 + 1 ⇒ (9) + 1 = 10
Anaristiel Teladren
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Anaristiel casts a spell, and a shimmering field appears around her.
Standard action: Cast shield of faith; AC is now 18
GM Lithrac
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A voice can be heard from behind the thugs, both melodious and yet fierce. Inspire Courage on the thugs.
The Steel Wyvern thugs move in. The first one, already wounded by Wulfren's shot, is finished off by Ana's spear as he tries to close in on her. The second also moves in, but is more careful and uses his spiked chain not to fall into Ana's trap too.
Spiked Chain: 1d20 + 2 ⇒ (9) + 2 = 112d4 + 1 ⇒ (1, 3) + 1 = 5
However, he's too much in a rush to aim properly, and the chain swings far above the elf's head. Another thug imitates him...
Spiked Chain: 1d20 + 2 ⇒ (11) + 2 = 132d4 + 1 ⇒ (4, 3) + 1 = 8
... but misses too.
The Orphans are up!
Anaristiel Teladren
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Liam Quinn Faolan
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Liam moves forward, attempting to distract the thug enough to make it easier for one of his allies to hit him.
Aid: 1d20 + 1 ⇒ (6) + 1 = 7 Hmm, I think I'll use up two of my inspirations to try to increase that.
1d6 ⇒ 1 D'oh. Still no good. Alas.
And fails to do so.
I think I also provoke an AoO from him? I'm also assuming that Ana can still attack him through an ally's square.
Anaristiel Teladren
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Right, but he'll get +4 AC because of cover.
EDIT - I looked to see if spiked chains were like whips re: AoO's (i.e., whips don't threaten), but it doesn't appear that spiked chains even have reach, so a) you will provoke, and b) I'm confused as to how they could have attacked Anaristiel from the squares they currently occupy...