baldwin the merciful |
Assuming the group uses a rope link themselves they then proceed through the unusual room. Mindful of the strange magic that tore it free from it's original orientation. The group moves toward and into the the tunnel that is across the cave. that path is long and narrow at points, but the group is able to wiggle through the rough tertiary passage.
It ultimately open up into a cavern that contains a large, still pool of black water stands in the center of this room. The cavern is filled with extraordinarily large stalactites and stalagmites, many of which have formed large columns. Water drips into the pool from the stone above. There is a horrible whirring noise coming from within.
knowledge arcane and/or perception check.
baldwin the merciful |
Kalim Will Save for unusual room: 1d20 + 7 ⇒ (10) + 7 = 17
He makes it Will save for the next room,
He is near Malcolm now
Kalim Will Save for next room: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
He makes both saves
Karnog Will save:
next Room: 1d20 + 9 ⇒ (16) + 9 = 25
Everyone but Malcolm will need a Will save for the next room.
Grungsdi |
1d20 + 8 ⇒ (20) + 8 = 28 will
1d20 + 9 ⇒ (7) + 9 = 16 percep
are there more tiny tunnels or do we seem out of those...if we are out Grung takes out his armor and prepares to put it on.
baldwin the merciful |
RA:
Karnog: 1d20 + 1 ⇒ (4) + 1 = 5
Kalim: 1d20 + 2 ⇒ (19) + 2 = 21
Malcolm: 1d20 + 2 ⇒ (1) + 2 = 3
Grung: 1d20 + 2 ⇒ (9) + 2 = 11
Feli: 1d20 + 2 ⇒ (11) + 2 = 13
Desmond: 1d20 + 5 ⇒ (9) + 5 = 14
swarm: 1d20 + 8 ⇒ (14) + 8 = 22
Initiative Order:
Stirge swarm
Kalim
Des
Feli
Grung
Karnog
Malcolm
baldwin the merciful |
Grungsdi |
got ya so half damage. Grung doesn't know but I wouldn't have bothered with a full attack if they were diminutive!
Grungsdi |
Grung swears and stammers as he steps back out of the swarm quick drawing Croaker
Croaker: 1d20 + 13 - 2 + 1 ⇒ (17) + 13 - 2 + 1 = 29 for 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18 +1 vs Monstrous Humanoid of Magical Creatures
Grung swings Croaker flat and slices through a dozen Stirges and grins wide as Croaker begins to glow as it drinks the blood of the magical creatures.
Croaker: 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25 for 1d10 + 7 + 4 + 1 ⇒ (1) + 7 + 4 + 1 = 13 +1 vs Monstrous Humanoid of Magical Creatures
Gimme back my blood ya stupid bugs!
Aurora the Fairydragon |
Afaik elementals and oozes are immune to Sneak attacks. Swarms should be, but there is a lot of dicussion going on, also you can´t flank them. Personally, and this is biased they should be, but the GM has the final word in it.
Aurora the Fairydragon |
Moving closer to the swarm Aurora prepares to cast the wand.
"Fry, little stirges, fry"
Moving in range and trying to exclude as many of the adventurers as possible Aurora uses the wand to cast Burning hands
Damage: 1d4 ⇒ 1
baldwin the merciful |
Can sneak attack apply to swarms?
Swarms are subject to sneak attack damage but they can not be flanked nor critical hits. So, it's hard to sneak attack a swarm if it has acted before you.
Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
Precision damage (such as that dealt by a rogue's sneak attack ability) applies to more creatures than it did in previous editions of the game.
Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead's "body" (such as a zombie's head) or even finding a crack or flaw in a construct's "body."
There is some degree of confusion as to what should separate a "critical hit" from a "precision-based attack" but in any event, in some cases they are treated differently.
Critical Hits
The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are...> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental...> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is...> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking
Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is...> not subject to ... flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are...> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
baldwin the merciful |
baldwin the merciful |
Moving closer to the swarm Aurora prepares to cast the wand.
"Fry, little stirges, fry"
Moving in range and trying to exclude as many of the adventurers as possible Aurora uses the wand to cast Burning hands
[dice=Damage]1d4
Because the swarm is flying and it's large. You'd be able to aim the cone over your comrades heads so they wouldn't be effected. At least for this spell.
Karnog Kegmeister |
"There's not much I can do from here, lads. Burn the bugs!"
Karnog readies to cure with his wand if someone wounded comes by him.
Malcolm Cavendish |
I cannot see myself on the new map. Is that because I am in the swarm?
Round 1, Full Withdrawal
Malcolm moves out of the swarm and back in the dirsection that they approached the room.
I am no help here, folks. Get them off me, by Abadar!
baldwin the merciful |
baldwin the merciful |
Karnog Kegmeister |
Bash with hammer
1d20 + 7 ⇒ (6) + 7 = 13 AoO 1d8 + 2 ⇒ (3) + 2 = 5 damage
Grungsdi |
Croaker: 1d20 + 13 - 2 + 1 ⇒ (8) + 13 - 2 + 1 = 20 for 1d10 + 7 + 4 + 1 ⇒ (7) + 7 + 4 + 1 = 19
Croaker: 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25 for 1d10 + 7 + 4 + 1 ⇒ (5) + 7 + 4 + 1 = 17
I said gimme back my blood!
Grung steps after the swarm
Desmond Aeros |
~Round 1~
Desmond charges, swinging his blade through the mess of creatures.
Attack: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Damage: 1d6 + 1 + 4d6 ⇒ (4) + 1 + (6, 5, 3, 5) = 24
~Round 2~
Desmond slashes once more, then flips out and gets ready to charge again.
Attack: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Acrobatics: 1d20 + 20 ⇒ (13) + 20 = 33
Confirm: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Standard action to attack, move action to move away with an acrobatics to avoid an AoO.
baldwin the merciful |
Malcolm comes in and finishes off the swarm which breaks apart. Individual stirges fly about in a panic until they settle on the ceiling.
A large, still pool of black water stands in the center of this room.
The cavern is filled with extraordinarily large stalactites and stalagmites, many of which have formed large columns. Water drips into the pool from the stone above.
What is everyone doing? I also need you to make a perception check.
Karnog Kegmeister |
1d20 + 12 ⇒ (2) + 12 = 14 perception
Karnog draws his wand and cures his wounds. CMW 2d8 + 3 ⇒ (4, 6) + 3 = 13 HP healed
baldwin the merciful |
DMPC the remaining perception checks:
Feli: 1d20 + 12 ⇒ (19) + 12 = 31
Aurora: 1d20 + 12 ⇒ (19) + 12 = 31
Kalim: 1d20 + 2 ⇒ (14) + 2 = 16
Aurora's keen eyes and Feli attention to detail notice that there is ledge roughly 10 feet below the surface. (W/V and 1 and 2 on the map). Feli kneel down and looks closer, "Seems to have some opening or passage at that ledge."