GM Fuzzfoot |
Rene seems unaffected by the side effects of the bite. Cordwin and Skarn both slam home their attacks, but this beast is far from down.
Round 3: (Bold may act)
René
Cordwin
Tylur
Skarn
Large undead bat (evil eye -2 Attack, til round 8) (21 dmg)
René Treize |
Skarn yells, "I said DON'T GET BIT!"
Still with his earplugs in, René yells back. "Who're you calling a git? I ain't no git! Get in here and kill this blasted thing afore it eats me! Ha! Some frontliner!" Despite his bravado, that bite had hurt. A lot. What the hell had possessed him to do anything other than run behind the rest?
5ft step, cackle, then full defense action for AC 20
Statuses:
- Bat: -2 to hit (8 rounds)
Tylur_Thorn |
Still feeling the ringing in his ears he shakily rises to his feet Scorpian's Tail spinning about. It was big but it's gait was awkward in the small tunnel he threw the Tail hoping to wrap it about it's legs.
Trip with spiked chain+impr trip: 1d20 + 9 + 2 + 2 ⇒ (17) + 9 + 2 + 2 = 30
As the hook latched onto the undead bat's leg he yanked with all his might!
GM Fuzzfoot |
Can you trip a flying creature? I am going to treat this as a ranged grapple, but will let you use your trip for it. So the bat is tethered to you (and grappled) and withing striking distance from the ground.
The bat tries to attack you with another bite. It just manages it, but it stays grappled.
Bite, grappled, evil eye: 1d20 + 10 - 2 - 2 ⇒ (15) + 10 - 2 - 2 = 21
Damage: 2d8 + 7 ⇒ (2, 1) + 7 = 10
Round 4: (Bold may act)
René
Cordwin
Tylur (10 dmg)
Skarn
Large undead bat (evil eye -2 Attack, til round 8) (21 dmg)
Tylur_Thorn |
I didn't think it would be flying in the 5 ft wide passage. I'll try to pull it to the ground then trying to pin it.
Tylur feels the bat's teeth scratch past his armour. Ignoring the pain he yanks even harder trying to pull the creature to the ground!
"Attack it while it is occupied freeing itself!"
grapple to pin: 1d20 + 8 ⇒ (19) + 8 = 27
René Treize |
René continued to edge around the bat, finally getting to the other side and drawing his dagger. He then cursed the bat's AC further.
5ft step to give Tylur and Skarn flanking. Evil eye it's AC. DC 15 Will save to reduce from 7 rounds to 1 round.
Statuses:
- Bat: -2 to hit (8 rounds), -2 AC (1 or 7 rounds)
GM Fuzzfoot |
Tylur wrestles the thing to the ground, but despite that, Skarn and Cordwin are not able to get past it's defenses.
Having had enough of Tylur's grabbiness, the undead bat bursts free and takes flight, but goes not further than a few feet.
CMB: 1d20 + 26 ⇒ (18) + 26 = 44
Round 5: (Bold may act)
René
Cordwin
Tylur (10 dmg)
Skarn
Large undead bat (grappled, evil eye -2 Attack, til round 8+) (21 dmg)
René Treize |
Since I didn't cackle last round, the bat actually does need to make the Will save vs my evil eye. It determines whether I'm hexing its AC again or its saves.
René remained in his flanking position as he continued to yell at his colleagues. "Yer hitting it, right? I'm distractin' it, so you should all be hittin' it! Why can't I hear hitting? Or have ya got a crush on it? Heh heh heh."
Evil eye-ing either it's AC or its saves depending on if it successfully saved vs evil eye last round.
Bat statuses:
-2 to hit (7 rounds)
-2 AC (? rounds)
? -2 to saves ?
GM Fuzzfoot |
Will Save: 1d20 + 8 ⇒ (11) + 8 = 19
Skarn makes a solid hit, but the monster isn't deterred from its attack position. It does, however, look to get out of the middle by turning on René.
Bite Attack vs René: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15 (Evil eye made all the difference!)
Round 6: (Bold may act)
René
Cordwin
Tylur (10 dmg)
Skarn
Large undead bat (grappled, evil eye -2 Attack, til round 8, -2 AC for 1 round) (33 dmg)
Tylur_Thorn |
Securing his grip on the the chain with his off hand Tylur grabs the tail end of his chain and drives into the leg of the bat.
Overhead impale with Spiked Chain: 1d20 + 10 ⇒ (15) + 10 = 25
dmg: 2d4 + 5 ⇒ (1, 4) + 5 = 10
René Treize |
"Well, ya sure ain't killin' it. I hafta do a little jig just ta stay alive!" René gave a nervous laugh as the bat just barely missed him with its large fangs.
Total defense for AC 20 and cackle. Reminder to melee folk that René is providing flanking.
Bat statuses:
-2 to hit (7 rounds)
-2 AC (2 rounds)
GM Fuzzfoot |
A couple more hits from Tylur and Skarn, and it looks like you are making progress, but the bat still flies.
Bite Attack vs René: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Round 7: (Bold may act)
René
Cordwin
Tylur (10 dmg)
Skarn
Large undead bat (grappled, evil eye -2 Attack, til round 8, -2 AC for 1 round) (53 dmg)
Tylur_Thorn |
Whatever René was doing it was working, "Keep up your jig René!"
Overhead impale with Spiked Chain: 1d20 + 10 ⇒ (17) + 10 = 27
dmg: 2d4 + 5 ⇒ (2, 2) + 5 = 9
Again Tylur rips the spiked end into the creature as he yanks it back trying to stop the bat from flying away.
Skarn Hornfels |
"Don't you go accusing me of lollygagging here, you whelp," cries Skarn, as he huffs and keeps at the beast...
Heavy Pick +1 Hit: 1d20 + 6 + 2 - 1 ⇒ (5) + 6 + 2 - 1 = 12
Heavy Pick +1 Damage: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 x4
René Treize |
"Yer right, this is rigged! Good thing it's 3 vs 1, right? Heh." René agreed.
Total defense again for AC 20 and cackle.
Bat statuses:
-2 to hit (7 rounds)
-2 AC (2 rounds)
GM Fuzzfoot |
Only Tylur managed a hit, but it was enough to destroy the beast.
Two of the three dead humans among the skaveling's victims are long- dead Varisian no p1ads with nothing of much value on their remains. The third, however, is missing an arm and still has some of his original belongings.
You find: a pearl ring, an adamantine longsword, a hat of disguise, and a scattering of 56 gp.
The corpse is that of notorious one-armed bandit Shaz "Redshiv" Bilger, suspected of organizing the robbery of nearly two dozen merchant convoys along the Lost Coast Road over the past decade. Proof of his demise presented to the law at Magnimar is worth a 500 gp reward.
You can make an appraisal check to get the value for the ring.
Skarn Hornfels |
Knowledge (local): 1d20 + 7 ⇒ (17) + 7 = 24 +3 to identify creature abilities and weaknesses
Skarn scrutinizes the bodies before announcing, "Redshiv Bilger! This guy is worth like five hundred gold in Magnimar if you can prove he's dead. It would probably be wrong for us to claim the money though, it's not like we killed him. The guy had robbed a couple dozen merchant convoys on the Lost Coast Road. You think he's got a hideout around here, with loot in it?"
He then checks out the ring...
Appraise: 1d20 + 5 ⇒ (11) + 5 = 16 +2 vs nonmagical metal and gemstones
René Treize |
Seeing the creature finally fall, René removed the earplugs from his ears and put them back in a pouch on his belt. "Why would it be wrong? Ain't like this bat's gonna want th' money, and I reckon we could use it, given all the diff'cult situation we keep findin' ourselves in. I mean, the critter damn near bit me arm off!"
He picks up the hat of disguise and looks at it. "Hey, whaddya fellows think about someone puttin' this on and pretendin' ta be Aldern Foxglove? I don't know what exactly we might run inta in the house, but there's a mite more undead than I think are healthy fer a strappin' young lad like meself. As Lord of the House or sommat, maybe we might be able ta sidestep around some unpleasantness we might otherwise need ta draw blades over."
GM Fuzzfoot |
Sure, although you would still have to make a disguise check to fool someone. But this will give you +10 to the check.
Skarn Hornfels |
Cordwin would do it, but does it alter one's height?
It can make you appear a foot taller/smaller, and change a size category. An apparent change, no combat mods changed.
René Treize |
It's only Disguise Self that says you can only grow/shrink by a foot, so I've always assumed Alter Self/Hat of Disguise doesn't have that limitation.
"Cordwin, ya want ta give th' hat a twirl an' lead us further inta this here cave? I think I should bring up the rear this time, less another bat decides ta take a chomp outta me."
GM Fuzzfoot |
I would say that the limitation exists, but you'll be close enough to get the same disguise bonus, so go ahead. Assuming you do so...
The western half of this foul-smelling cavern is heaped with bones, each scarred by the scraping of teeth. Most of the bones have been cracked open for the marrow within.
Another four ghouls dwell in here, crouched upon the macabre heaps ofbones as they chew the last remaining tatters of flesh from the rapidly diminishing pile of body parts.
They see Cordwin as Aldern, and seem a bit confused as they sniff the air.
I am going to give you a surprise round. And then you all won initiative as well.
Cordwin: 1d20 + 2 ⇒ (9) + 2 = 11
René: 1d20 + 8 ⇒ (10) + 8 = 18
Skarn: 1d20 + 4 ⇒ (2) + 4 = 6
Tylur: 1d20 + 4 ⇒ (16) + 4 = 20
Ghouls: 1d20 + 2 ⇒ (4) + 2 = 6
Surprise and Round 1 actions please!
Skarn Hornfels |
It's only Disguise Self that says you can only grow/shrink by a foot, so I've always assumed Alter Self/Hat of Disguise doesn't have that limitation.
"Cordwin, ya want ta give th' hat a twirl an' lead us further inta this here cave? I think I should bring up the rear this time, less another bat decides ta take a chomp outta me."
Yes? The hat of disguise mimics disguise self not alter self, so it carries the 1 ft limitation with it.
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
René Treize |
Yes? The hat of disguise mimics disguise self not alter self, so it carries the 1 ft limitation with it.
Oh whoops, I was looking at the Greater Hat of Disguise. Because for some reason d20pfsrd lists them on the same page and the separation between the details of the two isn't as obvious as it could be. :-/
René glares at first one ghoul, then the other. Then he starts laughing.
Surprise round: Evil eye Red's to hit DC 15 Will save to reduce to 1 round
Round 1: If Red saves, evil eye its to hit again and cackle. If it doesn't save, evil eye Pink's to hit and cackle.
GM Fuzzfoot |
Red's save: 1d20 + 5 ⇒ (5) + 5 = 10
Pink's save: 1d20 + 5 ⇒ (3) + 5 = 8
Skarn misses, but René uses his juju magic to help keep the ghouls from scoring too many hits.
Round 1 (plus surprise): (Bold may act)
Tylur (10 dmg)
René
Cordwin
Skarn
Red (evil eye -2 to hit, until round 8)
Green
Blue
Pink (evil eye -2 to hit, until round 8)
Cordwin Ironbeard |
Surprise Round
Cordwin will shoot a bolt at a ghoul Red.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 ⇒ 8
Round 1
He will then follow it up with another bolt.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d10 ⇒ 9
GM Fuzzfoot |
Red and pink step forward, allowing green and blue to fall in from behind.
@Tylur - glad to see you're still with us! I think you still have your round 1 actions if you like. You also may get an AoO on blue moving forward if you have 10-15' reach
Red and green both reach out for Skarn. Luckily, his defenses are strong and he repels all of the attacks.
Red Claw 1 Attack: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Red Claw 2 Attack: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Red Bite Attack: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Green Claw 1 Attack: 1d20 + 3 ⇒ (3) + 3 = 6
On the southern side of the cavern, the other two swipe at Tylur. These attacks as well go without damage.
Pink Claw 1 Attack: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Pink Claw 2 Attack: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Pink Bite Attack: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Blue Claw 1 Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Round 2: (Bold may act)
Tylur (10 dmg)
René
Cordwin
Skarn
Red (evil eye -2 to hit, until round 8)
Green
Blue
Pink (evil eye -2 to hit, until round 8)
Tylur_Thorn |
Still here sorry just been crazy trying to post with kids at home and C19 pandemic
Round 1
+1 Bastard Sword swing: 1d20 + 9 ⇒ (2) + 9 = 11
dmg: 1d10 + 5 ⇒ (2) + 5 = 7
The swing misses and Tylur watches as the ghouls swarm over the group.
Round 2
+1 Bastard Sword swing: 1d20 + 9 ⇒ (12) + 9 = 21
dmg: 1d10 + 5 ⇒ (6) + 5 = 11
Fending off the first attacks by the ghouls Tylur swings again. pink
René Treize |
"Now this's more like it! You tough melee types in front an me with a good but safer view, heh!"
Evil eye Green's to hit and then cackle
Statuses
Red: -2 to hit (8rds)
Pink: -2 to hit (8rds)
Green: -2 to hit (2 or 8 rds)
GM Fuzzfoot |
Green's save: 1d20 + 5 ⇒ (16) + 5 = 21
You all need some more punch!
Both Skarn and Tylur manage to strike a hit.
Red and green both reach out for Skarn. Luckily, his defenses are strong and he repels all of the attacks.
Red Claw 1 Attack: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Red Claw 2 Attack: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Red Bite Attack: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Green Claw 1 Attack: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Green Claw 2 Attack: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Green Bite Attack: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
On the southern side of the cavern, the other two swipe at Tylur. These attacks as well go without damage.
Pink Claw 1 Attack: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Pink Claw 2 Attack: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Pink Bite Attack: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Blue Claw 1 Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Blue Claw 2 Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Blue Bite Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Round 3: (Bold may act)
Tylur (10 dmg)
René
Cordwin
Skarn
Red (4 dmg, evil eye -2 to hit, until round 8)
Green (evil eye -2 to hit, until round 4)
Blue
Pink (11 dmg, evil eye -2 to hit, until round 8)
René Treize |
"At this rate, we'll all just keep swingin' at each other 'til the zombie cows come home! And I reckon their milk won't be none too good neither, though I ain't gonna be the one ta try it, heh." Deciding to switch tactics slightly, René focused on trying to get their side to actually hit the ghouls. Hopefully it wouldn't backfire with the undead finally getting in a few lucky hits.
Evil eye Pink's AC and then cackle.
Statuses
Red: -2 to hit (8 rds)
Pink: -2 to hit (8 rds), -2 AC (2 or 8 rds)
Green: -2 to hit (2 rds)