| Einar 'Kinslayer' Bjornson |
"You should have stayed hidden in the candy." Einar shakes his head at the ignorance of the fay fighting Crummock, having struck the creature once already, Einar focuses and jabs at the thing repeatedly with the glaive.
Haste: 5 ft step; full Attack: MW coldiron Glaive (AC 25)Large, PA
attack: 1d20 + 25 + 1 ⇒ (17) + 25 + 1 = 43 for damage: 2d8 + 15 + 12 ⇒ (7, 6) + 15 + 12 = 40
attack: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35 for damage: 2d8 + 15 + 12 ⇒ (4, 2) + 15 + 12 = 33
attack: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 for damage: 2d8 + 15 + 12 ⇒ (2, 8) + 15 + 12 = 37
haste: 1d20 + 25 + 1 ⇒ (16) + 25 + 1 = 42 for damage: 2d8 + 15 + 12 ⇒ (8, 1) + 15 + 12 = 36
crit: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 for damage: 6d8 + 45 + 36 ⇒ (6, 6, 4, 7, 2, 6) + 45 + 36 = 112
Edit: crud, just saw Crummocks post, if he killed fairy boy, I get to save these rolls for the next fight right?
| GM Mort |
Crummock makes short work of the whole thing, then Einar joins in the fun and pulverises what remains. Einar then disables the trap for good, finding a beaten cauldron which Mr Whiskers identifies as a cauldron of plenty
The party starts breaking off pieces of the walls and tables, revealing only rotten maggot-ridden filth beneath the sugary glaze. Nonetheless, they manage to break off quite the pile of candy, and start purifying it.
They bring the load of candy to Little Otik, who is delighted on seeing the pile and starts making a happy pig of himself. He looks slightly sheepish, then mutters, "Right. You've been feeding me, so I guess I owe you one." He hands over a javelin that he has been using as a toothpick and also the platter he's been using as a table to the party. "Bring me more food next time, you geddit?" He demands of the party, sounding more like his old self.
Mr Whiskers identifies the javelin as a javelin of lightning, and the platter as a lion shield.
The vines are impenetrable, and Crummock finally gets irritated and sets them on fire. Take out a level 1 slot for burning hands
| GM Mort |
A3
Bright sunlight filtered by a forest canopy streams into this derelict cottage room from a single large window to the northwest. Trees jut up from the dirt floor, bursting through the thatch ceiling above, and dead leaves cover a rusted iron stove and an old straw mattress. No doors exit the cottage, only a rotten doorframe to the east(the way the party came from), with all the vines burnt away. A large stone fireplace leads to the south. Einar, Crummmock and Seraphine can see something peeking out from the stove but has no idea what it is.
Mr Whiskers recognizes the large window as a mirror of life trapping.
Enter the room, or not? Basically if you want to get the item in the stove, you'll need to be subject to the mirror of life trapping.
And no, you don't, Einar.=)
| Crummock-i-Phail |
If there is nothing else in the room, I see no reason to enter it.
Crummock then systematically tries going through all of the other 'doors', to make sure there are no missing areas...
| GM Mort |
The last missing area - you'll unlock only at the end of book
Please see also the last edit I made in post above - there IS something in the room.
If nothing else, the only thing you can do after this is either deal with what's beyond the Coffin Man's door, or just rest for the day.
| Crummock-i-Phail |
Crummock puts on a blindfold, and fumbles his way into the room, around the periphery.
When he gets to the stove, he carefully retrieves whatever is inside, then fumbles his way back.
Since, if you can't see your reflection, you don't trigger the mirror...
| GM Mort |
As Crummock begins to grope for the sack, the party sees large cracks appear in the mirror and swarms of centipedes start pouring out of it. Something indistinctly spidery shaped is also breaking its way out of the mirror!
Mr Whiskers Init: 1d20 + 6 ⇒ (18) + 6 = 24
Einar Init: 1d20 + 3 ⇒ (1) + 3 = 4
Seraphine Init: 1d20 + 2 ⇒ (9) + 2 = 11
Crummock Init: 1d20 - 1 ⇒ (10) - 1 = 9
mirror entity: 1d20 + 6 ⇒ (14) + 6 = 20
Mr Whiskers up
Mr Whiskers recognizes those centipede swarms as a result of the creeping doom spell.
| Mr. Whiskers |
Mr. Whiskers strides forth and casts Copper Dragon's Breath over the swarm.
Acid Damage: 12d6 ⇒ (2, 2, 6, 2, 3, 6, 2, 5, 1, 1, 6, 4) = 40 DC 21 reflex for half
Swarm was nicely lined up...
Edit to add: It would be nice to get the requested healing sometime soon.
| GM Mort |
reflex: 1d20 + 7 ⇒ (7) + 7 = 14
reflex: 1d20 + 7 ⇒ (20) + 7 = 27
reflex: 1d20 + 7 ⇒ (20) + 7 = 27
reflex: 1d20 + 7 ⇒ (18) + 7 = 25
3 swarms are badly damaged despite dodging the acid blast and one of them is wiped out completely.
| Mr. Whiskers |
Was the entity and mirror also lined up?
If the doors are extra-dimensional, you need to figure if the swarm going through it is more than 100' away...
| GM Mort |
Then the mirror shatters and a horrid, three-legged, multi-eyed beast with a deadly and vicious bouquet of insectile claws steps out, as the swarms begin to (sorry pun)swarm over the party. It seems totally unaffected by the acid blast.
Mr Whiskers knowledge check: 1d20 + 25 ⇒ (14) + 25 = 39
He recognizes the creature as a derghodaemon.
It has DR 10/good, Spell resistance, and feeblemind aura.
By grinding and clicking its mandibles and chitinous plates together (a free action), a derghodaemon can affect all creatures within 30 feet as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a Will save to resist the effects. A creature that makes this save is immune to the effect for 24 hours. A creature that fails remains affected as long as the derghodaemon continues to maintain the aura and the subject remains within 30 feet of the derghodaemon. Once either condition ends, the victim of this effect can attempt a new Will save once per minute to recover from the effect; otherwise, it can be cured by a heal, limited wish, miracle, or wish spell. A derghodaemon cannot use its spell-like abilities or rend attack in any round in which it uses its feeblemind aura. This is a sonic mind-affecting effect.
It begins to click its mandibles and chitinous plates together.
Crummock save v distraction: 1d20 + 11 ⇒ (19) + 11 = 30
Crummock save v poison: 1d20 + 11 ⇒ (1) + 11 = 12
dmg: 4d6 ⇒ (6, 3, 1, 3) = 13
dex dmg: 1d4 ⇒ 3
Mr Whiskers save v distraction: 1d20 + 13 ⇒ (12) + 13 = 25
Mr Whiskers save v poison: 1d20 + 13 ⇒ (10) + 13 = 23
dmg: 4d6 ⇒ (1, 6, 4, 1) = 12
Geist save v distraction: 1d20 + 12 ⇒ (7) + 12 = 19
Geist save v poison: 1d20 + 12 ⇒ (9) + 12 = 21
dmg: 4d6 ⇒ (5, 3, 5, 5) = 18
Seraphine save v distraction: 1d20 + 12 ⇒ (7) + 12 = 19
Seraphine save v poison: 1d20 + 12 ⇒ (19) + 12 = 31
dmg: 4d6 ⇒ (5, 4, 1, 2) = 12
Einar save v distraction: 1d20 + 16 ⇒ (16) + 16 = 32
Einar save v poison: 1d20 + 16 ⇒ (19) + 16 = 35
dmg: 4d6 ⇒ (3, 4, 3, 4) = 14
Crummock save against feeblemind: 1d20 + 12 ⇒ (18) + 12 = 30
Seraphine is distracted(nauseated condition) from the centipedes crawling all over her, while Crummock is poisoned by the biting centipedes, but other then that, the party is fine. Except for being bitten of course. Crummock doesn't find that the chittering bothers him any.
Party up
| Seraphine Fiammetta |
Its really late now, and I'm too tired for a debate so lets do this. If I'm unaffected by swarm due to Air Walk then I'm targeting derghodaemon with the following spells. If I'm affected by Swarm then move upwards in the air, and then do the below next turn. Either way (be it decided the below happens T1 or T2), my turn is done.
Spell Resistance Cold Ice Strike DC 26: 1d20 + 17 ⇒ (7) + 17 = 24
Spell Resistance Dazing Empowered Intensified Fireball DC 23: 1d20 + 19 ⇒ (5) + 19 = 24
Cold Ice Strike Damage: 13d6 ⇒ (1, 5, 1, 3, 2, 6, 4, 2, 5, 4, 2, 5, 6) = 46
Dazing Empowered Intensified Fireball: 15d6 ⇒ (4, 4, 2, 5, 4, 4, 2, 4, 6, 2, 4, 3, 3, 4, 1) = 52
Empowered adds 26 so 78 damage from Fireball before applying resist.
| GM Mort |
Little Otik and his "court" make a scramble for the wardrobe. The assasin vines, being skinny, make it fine, but Little Otik is stuck! "Pozhaluysta, pomogite mne. Ne day etim nasekomym menya!" He squeals like a stuck pig.
Please help push me through. Don't let those insects get me!
| GM Mort |
Derghodaemon reflex v Cold Ice strike: 1d20 + 14 ⇒ (6) + 14 = 20
Derghodaemon reflex v dazing intensified fireball: 1d20 + 14 ⇒ (17) + 14 = 31
Seraphine's ice silvers cut deeply into the Derghodaemon but it manages to dodge the worst of the fireball. The Derghodaemon seems to resist part of the ice and fire damage. The fireball eradicates the swarm on Crummock's square totally.
29 from fb, 36 from ice strike
Crummock reflex save: 1d20 + 19 ⇒ (17) + 19 = 36
Crummock is not dazed by the fireball. He takes 39 points of fire damage, since no mention of selective was used, though
Edit - I just saw the template, if you aim at the top corner you can get the edge of the swarm + daemon without catching Crummock
| Einar 'Kinslayer' Bjornson |
'did that thing destroy the mirror, Baba Yaga isn't going to be happy with it!' Swatting the centipedes, away, Einar draws his hammer and slams the handle down, directing the ice spell at the derghodaemon, "Shall we save it for Baba Yaga, Crummock?"
Ice Spell
ranged touch attack: 1d20 + 17 ⇒ (5) + 17 = 22
| Mr. Whiskers |
Mr. Whiskers steps out of the swarm and spends a full round casting Copper Dragon's Breath against the swarm again. In spite of being in the middle of the centipede swarm, none of his friends are hurt.
Selective Acid Damage, skip party members: 12d6 ⇒ (5, 3, 4, 2, 3, 1, 2, 2, 4, 6, 6, 4) = 42
| GM Mort |
The swarms dissipate, unsummoned, just as Greta shifts into winterwolf form. The item Crummock pulled out from the stove turns out to be a sooty tan bag of tricks.
Crummock's fort save for poison: 1d20 + 11 ⇒ (6) + 11 = 17
dex dmg: 1d4 ⇒ 1
Crummock's fort save for poison: 1d20 + 11 ⇒ (6) + 11 = 17
dex dmg: 1d4 ⇒ 1
Crummock fort save for poison: 1d20 + 11 ⇒ (9) + 11 = 20
Crummock eventually manages to fight off the poison.
Coincidentally, Crummock is at 1 dex lol.
The swarms dealt with, Little Otik pulls his head out of the wardrobe, and looks at the popsicle daemon nervously, "Umm ... razve ty ne dolzhen chto-to delat'? Eto nemnogo zhutko ..." He asks the party.
Urm...shouldn't you be doing something about that? It's kinda creepy...
| Mr. Whiskers |
Mr. Whiskers gives a small burp. "I need to watch how often I cast that spell!"
Stepping back into the other room, he tells Otik "Ob oshibkakh pozabotilis'. Nadeyus', vy prostite kislotnyy ushcherb v etom rayone."
Looking towards the frozen demon, he comments "I think we need to get Crummock fixed up first, but after that Otik is right. We need to destroy that thing."
| GM Mort |
"Net, net, vse v poryadke, prosto ubedites', chto oshibki ne priblizhayutsya ko mne. YA NENAVIZHU OSHIBKI! Little Otik reassures Mr Whiskers."Konechno, yesli oni mertvy. No, chert voz'mi. Eti zhuki dazhe ne ostavlyali tela kushat'!" He looks irritated as if he was cheated of something.
No no, it's ok, just make sure the bugs don't get near me. I HATE BUGS! Except when they are dead, of course. But geez. Those bugs didn't even leave behind bodies to eat!
| Einar 'Kinslayer' Bjornson |
'I can't believe this.' Einar rolls his eyes at 'Little Otik' "Destroy that thing? Why? It is Baba Yaga's bug from Baba Yaga's broken mirror. We should leave it for her, she may have a plan for it. I don't think it is smart going around destroying all the great hags stuff." Nodding at Otik and giving a wolfish smile, 'Besides, junior here, may get hungry and decide to eat it."
| GM Mort |
dmg: 1d8 + 9 ⇒ (4) + 9 = 13
dmg: 1d8 + 9 ⇒ (1) + 9 = 10
dmg: 1d8 + 9 ⇒ (1) + 9 = 10
smack: 1d20 + 17 ⇒ (18) + 17 = 35
dmg: 2d6 + 17 ⇒ (5, 4) + 17 = 26
grab: 1d20 + 20 ⇒ (5) + 20 = 25
smack: 1d20 + 16 ⇒ (15) + 16 = 31
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
smack: 1d20 + 16 ⇒ (14) + 16 = 30
dmg: 1d8 + 17 ⇒ (4) + 17 = 21
smack: 1d20 + 17 ⇒ (19) + 17 = 36
dmg: 1d6 + 16 ⇒ (4) + 16 = 20
smack: 1d20 + 17 ⇒ (5) + 17 = 22
dmg: 1d6 + 16 ⇒ (3) + 16 = 19
smack: 1d20 + 17 ⇒ (16) + 17 = 33
dmg: 1d6 + 16 ⇒ (1) + 16 = 17
smack: 1d20 + 17 ⇒ (15) + 17 = 32
dmg: 1d6 + 16 ⇒ (2) + 16 = 18
smack: 1d20 + 17 ⇒ (20) + 17 = 37
smack confirm: 1d20 + 17 ⇒ (8) + 17 = 25
dmg: 1d6 + 16 ⇒ (4) + 16 = 20
rend dmg: 1d8 + 27 ⇒ (7) + 27 = 34
smack: 1d20 + 9 ⇒ (3) + 9 = 12
smack: 1d20 + 17 ⇒ (15) + 17 = 32
dmg: 2d6 + 17 ⇒ (6, 4) + 17 = 27
grab: 1d20 + 20 ⇒ (17) + 20 = 37
smack: 1d20 + 16 ⇒ (7) + 16 = 23
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
smack: 1d20 + 16 ⇒ (13) + 16 = 29
dmg: 1d8 + 17 ⇒ (6) + 17 = 23
smack: 1d20 + 17 ⇒ (3) + 17 = 20
dmg: 1d6 + 16 ⇒ (1) + 16 = 17
smack: 1d20 + 17 ⇒ (18) + 17 = 35
dmg: 1d6 + 16 ⇒ (4) + 16 = 20
smack: 1d20 + 17 ⇒ (1) + 17 = 18
dmg: 1d6 + 16 ⇒ (1) + 16 = 17
smack: 1d20 + 17 ⇒ (4) + 17 = 21
dmg: 1d6 + 16 ⇒ (3) + 16 = 19
smack: 1d20 + 17 ⇒ (10) + 17 = 27
dmg: 1d6 + 16 ⇒ (2) + 16 = 18
rend dmg: 1d8 + 27 ⇒ (6) + 27 = 33
Sigh, that didn't work out too well
| Mr. Whiskers |
With a sigh, Mr. Whiskers says "Let's get everyone healed."
Looking towards the demon on ice, he adds "That thing is dangerous. It should be sent back to it's own plane of existence. Still, if none of you wants to do that I suppose there is little I can do."
Is the mirror still intact?
| Crummock-i-Phail |
Crummock, drunkenly, nods.
"Aye, resting sounds like a grand idea."
Still, before resting, he tries all of the doors/passages/fireplaces/crates, to confirm that the party hasn't missed anything.
| Mr. Whiskers |
Yes, I ordered it on a spell lattice (Arcanist's version of a page of spell knowledge) and it was in stock.
If we need it, can you cover the Endure Elements for Mr. Whsikers?
| GM Mort |
Crummock finds the party has not missed anything.
The mirror has been shattered.
| Einar 'Kinslayer' Bjornson |
'were good here. time to get something to eat.' Calling Vasilla's doll out of the pack, going back to the room where their shadows left them he tells the doll, "Lets stay in here. It's time to cook supper. I've got an iron pot in my pack I will hang it in the fireplace and start cooking stew." Einar drops his haversack on the table and pulls out the pot. After putting water in it he places it in the fireplace on the southwestern wall. He immediately adds one of the hanging cured ham hocks and begins looking for dried vegetables to put in. if he doesn't find any in the room he will pull some out of his pack.
+2 craft from the dollcraft: stew (untrained): 1d20 + 2 - 1 ⇒ (6) + 2 - 1 = 7
| GM Mort |
Greta tries a bit of the stew. She then makes a face. "I've had old boots that taste better." She then goes to dig out trail rations. "Never thought there'd be a day I'd appreciate dry rations."
The doll sniffs the smell of the unapetizing stew, then covers her eyes with her hands.
| Einar 'Kinslayer' Bjornson |
It can't be that bad.' Einar looks at Greta and the doll unconvinced, he pulls out his wooden spoon and takes a slurp. Making a sour face, he looks at Greta, "I thought I was doing better, maybe I should take lessons or follow a recipe or something."
Using a wooden ladle he portions out a large bowl, adding almost as much salt. "Couldn't hurt any right?"
Nodding toward the others he smiles, "I've seen you fight so I know your brave, but try it at your own risk."
Pulling out the ceramic container Crummock gave hem he whispers, "Plum wine." He then pours a bit in the soup itself and offers some to Greta and the doll. "this stuff can make anything better, either of you two want some?"
He then offers the ceramic container to Crummock, Mister Whiskers and Seraphina. assuming they followed into that room.
| GM Mort |
Greta accepts the offer. "Mmmph, not bad, not bad. That gourd is useful to have around,"she answers, taking a swig.
The doll on the other hand, looks aghast. "You shouldn't be drinking! Alcohol is a poison and dulls your wits and senses!" She nags Einar.
| Mr. Whiskers |
As the others leave, Mr. Whiskers gives one last long look at the demon on ice. "This is a mistake, leaving it like this." he mutters to himself as he leaves. He does tell Otik on the way out "Ne pytaytes' s"yest' yego. Dazhe yesli u vas yest' nekotoryye v vashem zhivote, ono ischeznet, iz-za chego vy pochuvstvuyete toshnotu i dazhe golod!"
That night at dinner, after smelling the stew Mr. Whiskers says "I sort of wanted to try out that cauldron Einar found. The quality of food from it is supposed to be much better than some other magic items."
Over dinner he discusses the plans for the next day.
| GM Mort |
"Khorosho, khorosho." Little Otik grumbles."No ya progolodalsya, znayete li ..." He gives Mr Whiskers a mournful look.
All right, all right. But I get hungry, you know...
Little Otik would offer to eat up Einar's stew if no one wants it lol. Problem is he is in the other room.
| GM Mort |
The next day - after buffs are up
Crummock has enough spells, so I just assume he fixes everyone's hp and ability damage
Below the hill, a rutted muddy road winds between the snow-covered skeleton of some building structures and the party can see deep depressions, now filled with snow, on the snow covered landscape. Crows squawk from perches atop a strange pile of snow with mired among the snow covered ruins. The party smells the faint smell of smoke and soot in the air.
Einar, Seraphine and Crummock also find that the snow next to the hut seems uneven, and realize that buried under the snow are explosive devices. Stepping on one of them will cause an explosion of which would send shrapnel flying in a 20ft radius blast.
The weather is cold, but a cold weather outfit will be sufficient protection. Night, though would be an entirely different story.
It's within Einar's take 10 to disable device through - what does the party do?
There is no way around the explosive devices in the ground, and the entire place is DT due to snow.
Slide 2
| Mr. Whiskers |
After dinner, Mr. Whiskers decides to see just how fussy Little Otik is. He brings a bowl of Einar's stew to him. Seeing him start on the stew, he cautions Otik "Ne yesh'te derevyannuyu misku, yesli vy eto sdelayete, vam budet trudneye prinesti vam yedu."
Leaving that bowl with the creature, he goes back and gets a second bowl for it. He exchanges bowls until Einar's stew is gone. Then he takes both of the bowls back and cleans them.
After that is done, he spends some time in the library trying to find out what sort of creature Little Otik is.
---
This overrides my normal botting. Once we have a chance to see how well it works, it may become my normal botting.
The next day, Mr. Whiskers messes with the cauldron and cookbook as he is preparing spells.
Persistent Glitterdust
Once he has finished spell preparation, he casts several spells on people.
Mage Armor (himself using a Runestone)
Mage Armor (Greta using a Runestone)
Share Language (Greta: Russian, Triaxian, Terran)
Share Language (Seraphine: Russian, Terran, Skald)
He then shifts his Ioun stone to enhancing his disguise skill and goes to work on disguising himself as a human child. Nivean is squeaking and gesturing all the while Mr. Whiskers is putting it on.
Nivean has +10 on Disguise (13 ranks -3 Cha), so he can't fail to aid.
Disguise, different race, different age, Aid: 10 + 18 - 4 + 2 = 26
He will help anyone else who wants to put on a disguise.
Before they go out, he uses the rod to cast the following spells:
Heightened Awareness (Self, Extended)
Heroism (Self, Extended)
Heroism (Greta, Extended)
---
Edit to Add:
Being told of the devices, Mr. Whiskers says "So someone already knows we are here? That is not good."
Scratching his chin, he looks out over the snow. "So Einar, do you think you could reset the devices so that they become our protection? Make it so we can bypass them but intruders would set them off? If not, I would say just deactivate them."
| GM Mort |
"O, eto vkusno!" Little Otik happily gobbles up every bowl of stew given to him, but leaves the bowl intact so he can get more. "YA obeshchayu, chto ne budu yest' ledyanogo chuvaka."
Oh that is delicious. I promise I won't eat iced up guy.
Then he starts defacating in front of Mr Whiskers. Mr Whisker's arcane sight picks up a stead-fast gutstone among all the poop.
The library reveals Little Otik as an overgrown Mandragora.
Do you want the stats? I need to paste from module
| Mr. Whiskers |
I don't see any reason I would need the stats. Copy them if they become important.
Mr. Whiskers uses prestidigitate for several minutes, thoroughly cleaning the gutstone. Eew! Could this creature get more gross?
He then hesitantly picks the gutstone up and brings it to the group.
May I bot Crummock or Seraphine healing me before we rest for the night?
| GM Mort |
Assume healing is done, ability damage fixed
Well, Little Otik is not what you'd call civilised
| Einar 'Kinslayer' Bjornson |
That night at dinner, after smelling the stew Mr. Whiskers says "I sort of wanted to try out that cauldron Einar found...
I totally forgot about the cauldron!
Einar watches with some amusement as Mister Whiskers shuttles soup back and forth to the plant baby, calling to his friend as he returns from the wardrobe, "You need a bigger bowl, sword brother!"
In the morning before they go out Einar goes to Mister Whiskers, "I will wear a scarf, my hat and my new spectacles, but could you make my face around my eyes look more pink than blue. I don't think I can hide the armor, I hope it's similar to what they wear here."
Seeing the devices planted under the snow, Einar shakes his head at Mister WHiskers question. "The explosives are made to blow up when you step on them, They would not be able to tell if it is human or ratfolk. We should just disable them." Einar begins disabling a path through the mine field, ready to cast fly and a moments notice.
| BretI |
That morning
Looking at Einar, Mr. Whiskers gets a kit out of his pack and allows Einar to use some of the supplies from it. He does some of the fine touchup near the eyes himself.
Disguise Kit +2, Aid Another, +2. 8 uses left in the kit
Outside
The traps can't tell the difference? Seems rather dangerous to me! I'll stick with magical triggers then, at least those can be made to accept passwords and Key off basic creature type.
"Sorry, I don't know much about such things. I was hoping you could just change the runes somehow so they took a different pass phrase or something." With a shrug, he says "There doesn't tend to be a lot written up about how some people circumvent traps."
He watches patiently as Einar disables them.
| GM Mort |
Einar disables a way thorough the minefields, no problem.
Einar, Crummock and Geist are about halfway through the field, when the whole world explodes into chaos.
The metal wagon begins to swivel, then fires a large canonball between Einar, Crummock and Mr Whiskers, which explodes, showering everyone with fragments.
Then they see a horde of humans in strange suits and gasmasks some of them fire on the party from behind the snow covered skeletons of the building, while the rest throw small motars at Mr Whiskers, Crummock and Geist.
attack hit square: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 8d6 + 1 ⇒ (1, 5, 6, 4, 4, 5, 6, 5) + 1 = 37
Crummock reflex: 1d20 + 19 ⇒ (2) + 19 = 21
Geist reflex: 1d20 + 13 ⇒ (18) + 13 = 31
Mr Whiskers reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Einar reflex: 1d20 + 12 ⇒ (6) + 12 = 18
Einar takes 37 points of damage, everyone else 18, Geist
none(evasion).
Mortar: 6d6 ⇒ (5, 5, 2, 6, 3, 6) = 27
Crummock reflex: 1d20 + 19 ⇒ (7) + 19 = 26
Geist reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Mr Whiskers reflex: 1d20 + 12 ⇒ (11) + 12 = 23
Einar reflex: 1d20 + 12 ⇒ (6) + 12 = 18
Einar takes 27 points of damage, everyone else 9, Geist
none(evasion).
rifle fire Geist+Einar: 6d10 + 6 ⇒ (7, 7, 6, 9, 1, 2) + 6 = 38
Geist reflex: 1d20 + 13 ⇒ (14) + 13 = 27
Einar reflex: 1d20 + 12 ⇒ (12) + 12 = 24
Einar takes 19, Geist takes none
rifle fire Geist+Einar: 6d10 + 6 ⇒ (4, 4, 6, 8, 7, 1) + 6 = 36
Geist reflex: 1d20 + 13 ⇒ (5) + 13 = 18
Einar reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Einar takes 36, Geist takes 36
rifle fire Geist+Einar: 6d10 + 6 ⇒ (4, 2, 9, 7, 3, 10) + 6 = 41
Geist reflex: 1d20 + 13 ⇒ (11) + 13 = 24
Einar reflex: 1d20 + 12 ⇒ (8) + 12 = 20
Einar takes 41, Geist takes none
rifle fire Geist+Einar: 6d10 + 6 ⇒ (5, 6, 3, 1, 10, 6) + 6 = 37
Seeing Einar go down, the last set of the first battalion gun for Geist and Crummock.
Geist reflex: 1d20 + 13 ⇒ (5) + 13 = 18
Crummock reflex: 1d20 + 19 ⇒ (15) + 19 = 34
Geist takes 37, Crummock takes 18
The second battalion opens fire.
rifle fire Geist+Crummock: 6d10 + 6 ⇒ (4, 9, 4, 1, 7, 7) + 6 = 38
Geist reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Crummock reflex: 1d20 + 19 ⇒ (7) + 19 = 26
Crummock takes 18, Geist takes none
rifle fire Geist+Crummock: 6d10 + 6 ⇒ (8, 4, 4, 10, 10, 3) + 6 = 45
Geist reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Crummock reflex: 1d20 + 19 ⇒ (20) + 19 = 39
Crummock takes 23, Geist takes none
rifle fire Geist+Crummock: 6d10 + 6 ⇒ (10, 9, 4, 4, 1, 5) + 6 = 39
Geist reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Crummock reflex: 1d20 + 19 ⇒ (2) + 19 = 21
Crummock takes 39, Geist takes none
rifle fire Geist+Crummock: 6d10 + 6 ⇒ (10, 8, 3, 4, 2, 6) + 6 = 39
Geist reflex: 1d20 + 13 ⇒ (12) + 13 = 25
Crummock reflex: 1d20 + 19 ⇒ (5) + 19 = 24
Crummock takes 19, Geist takes none
I think Crummock and Einar are down, but not dead.
| GM Mort |
Mr Whiskers Init: 1d20 + 6 ⇒ (6) + 6 = 12
Einar Init: 1d20 + 3 ⇒ (1) + 3 = 4
Seraphine Init: 1d20 + 2 ⇒ (10) + 2 = 12
Crummock Init: 1d20 - 1 ⇒ (7) - 1 = 6
wagon: 1d20 + 3 ⇒ (11) + 3 = 14
1st batch of humans: 1d20 + 3 ⇒ (4) + 3 = 7
2nd batch of humans: 1d20 + 3 ⇒ (1) + 3 = 4
The wagon open fires on the ground between Geist and Mr Whiskers.
atk v DC 5: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 8d6 + 1 ⇒ (3, 4, 5, 3, 3, 2, 1, 5) + 1 = 27
Geist reflex: 1d20 + 13 ⇒ (20) + 13 = 33
Mr Whiskers reflex: 1d20 + 12 ⇒ (20) + 12 = 32
Mr Whiskers takes 13 pts of dmg, Geist takes none
atk v DC 5: 1d20 + 5 ⇒ (3) + 5 = 8
dmg: 8d6 + 1 ⇒ (2, 3, 3, 2, 2, 1, 5, 3) + 1 = 22
Geist reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Mr Whiskers reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Mr Whiskers takes 11 pts of dmg, Geist takes none. I think Geist is dead.
Then it turns its machine gun onto Geist.
Gun, touch ac: 1d20 + 11 ⇒ (4) + 11 = 15
dmg: 2d8 + 6 ⇒ (7, 3) + 6 = 16
gun, touch ac: 1d20 + 6 ⇒ (20) + 6 = 26
dmg: 2d8 + 6 ⇒ (4, 4) + 6 = 14
Forgot 2nd battallion's motars last round
dmg: 6d6 ⇒ (6, 3, 3, 3, 6, 6) = 27
Geist reflex: 1d20 + 13 ⇒ (3) + 13 = 16
Mr Whiskers reflex: 1d20 + 12 ⇒ (6) + 12 = 18
Geist and Mr Whiskers take 27 points of damage
Mr Whiskers and Seraphine up
| Mr. Whiskers |
If I added it up correctly, Mr. Whiskers took 67 damage. Please correct me if I made a mistake.
Please give me locations for the various crews, since I currently can't match up the text with the map. I would like to have at least the information that my character saw.
Why was the trebuchet never mentioned?
Using some strange rules for guns here. I thought that gun fire was only against touch AC for 30' or less, it appears they are over 100' away.
| Mr. Whiskers |
Mr. Whiskers takes out his scroll of dimension door and reads it. With a *BAMF* he disappears.
Spellcraft for them to know what he did.
I assume he can't pop into the hut because of extradimensional shenaniggans.
He pops into existence behind the full cover of the hut, out of sight of all the nasty weapons and as close to the entrance as possible.
I can't get it my icon to be right up against the hut like it should be.
| GM Mort |
Mr Whiskers pops right into the hut, next to the Coffin Man.
"I heard gunshots. So what happened?" The Coffin Man raises an eyebrow.
Zorka(invisible) is staring intently a battered and lacerated Mr Whiskers. "Sorry about it, we were stuck in some extra dimensional place in the Hut. We just managed to find our way out, and then the stairway down dissappeared."
"I don't think it's good news if you're in this state - what happened to the rest?"
| Mr. Whiskers |
In a near panic, Mr. Whiskers says "I've got to get to the bowl and egg! Einar, Crummock and Geist are all down! I don't know if any of them are still alive!" Gunshot? Wish I had time to ask what that was!
Can bot next round him going to the bowl and egg.