| DM Default |
After some discussion, the crew decides to pawn off the remnants of thieves gear. But mundane gear isn't especially rare in this town, especially for the kind of work that goes on here. However, with enough haggling, you are able to procure two potions of cure light wounds.
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It's dark, and each footstep ends with a plop of mud and water. Following the route Saul gave you, the meeting site is within sight.
Each space of water is difficult terrain, and the briny water is about two feet high. The darker areas seem deeper, how deep, its hard to tell unless you're right next to it.
The night winds have died and a light mist rises from the marsh. Ahead is a flickering globe of light centered around a bit of ship's rigging protruding from the surface of the water. This can only be the Scar. Dangling from a rod is a single lantern providing the illumination for a group of dark-cloaked humanoids huddled together in the much beneath.
| Meghan Goldknickers |
GM: Map link still goes to the Gold Goblin map.
Players: Please remember to update your hps to full from the CLW spells Meg cast on folks prior to us undertaking this mission. You guys should also decide who gets the healing potions (Meghan can cast a spell on herself if needed and doesn't need a potion).
Also, strategizing a bit in advance, Meghan has that crappy bardic performance Disappearing Act which she's never used. The biggest problems with using it here is that the targets to be fooled need to be within 30 feet, and Meghan needs to run her mouth [Perform (oratory)] to start it, which ruins any chance of surprise. Maybe someone else sees a way we could implement it.
Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
This performance replaces inspire courage.
| Tural Imoroa |
I can summon without breaking invisibility, but that's of limited use. Personally, I think you ought to retrain to standard bard when we get some downtime, but that's just my opinion.
| Amboy Yacolt |
Post got eaten
"We have the element of suprise. I would love to hear what they are saying. Maybe I could get close enough before we attack."
Turning to Taton, "Maybe we could go around and take them from behind while they are distracted."
| DM Default |
My bad, forgot to switch maps. If you want to plan, please do so but I need someone to take action, so please state when ready.
| DM Default |
Amboy, even with his keen ears, can't hear the sound of any talking as he draws near, the enemy seemingly standing there, waiting. Yet, he neither do they move to indicate they are aware of his presence.
| Meghan Goldknickers |
As Amboy sneaks off to spy, Meghan slowly crouches, getting as low in the shallow water as she can, making herself small so she (hopefully) won't be seen as the rogue makes his approach.
Be careful! she thinks as her brave comrade creeps toward the gathered gang of Zincher thugs.
| DM Default |
The group waits silently, and the light breeze rustles the lantern, the group of thieves on the wooden platform still do not disperse.
| DM Default |
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Amboy creeps ever closer, still no sign of being discovered. If there are voices to be heard, they are whispering too quietly. Each moment seems to grow in tension as he inches closer...and closer...and closer...
| Amboy Yacolt |
Amboy lies down on his belly and slides forward using the swamp bushes for cover.
I will never get all this muck off of me.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
| DM Default |
Amboy inches ever closer. Now, only a dozen feet or so in the brush from the group around the lantern, even as he wipes the muck from his eyes and sees-
Targets.
Wooden, unliving targets.
These have been propped up to huddle around the lantern, and have also had cloaks wrapped around their frames.
He also sees a large shape, just beyond the platform. Its form shifts slightly. But whatever it is, you cannot tell.
| Amboy Yacolt |
"Damn it's a trap!
Panic attempts to grab Amboy but he pulls himself together. He holding his breath he tries to identify the shape beyond the platform.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
He moves back to the other hoping not to alert...whatever that was.
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Move back half speed.
| DM Default |
Thankfully, Amboy's warning yells alert the rest of the party, and as five large humanoid beasts emerge from the brush, they snarl. You can see their ratlike features, but it is unmistakable they are human-sized. Wererats.
Initiative Amboy: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Taton: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Tural: 1d20 + 1 ⇒ (3) + 1 = 4
InitiativeUnbeugsam: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Meghan: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Enemy: 1d20 + 3 ⇒ (7) + 3 = 10
Order: Unbeugsam, Meghan, Taton, Enemy, Amboy, Tural[/b]
First three up! From there, we'll move to block initiative.
Map updated
| Amboy Yacolt |
Amboy did not yell out. Italics is for internal monologue or what someone is thinking. I am okay with continuing at this point.
Amboy freezes in his tracks and sinks a little deeper in the mud as Unbeugsam rush one of the creatures.
| Meghan Goldknickers |
Meghan climbs up onto a hummock of solid ground, positions herself as close as possible to the two nearest wererats, and begins to berate the creatures.
"What the hell is this??!! You some o' Ziphras's boys? He gave yas a bum steer tellin' yas to ambush us--we're loaded with silver weapons!"
Using Perform (oratory) to create a bardic performance (Disappearing Act; Taton); the closest wererat (blue) must succeed on a DC 16 Will save or Taton is treated as invisible to him. Not sure if other wererats have to make the save, too, if they come within 30 ft. of Meghan, though she'll be maintaining the performance going forward.
Ziphras is a wererat crimelord; I figured a roll of 20 would give her that much info.
Knowledge (local): 1d20 + 7 ⇒ (13) + 7 = 20
| DM Default |
Oof, sorry Amboy. I don't know why I thought those italics were open dialogue. I thought you were shouting a warning. My bad.
Taton, go ahead and take two turns next round.
Moved you on the map Unbeugasm
Like a bull, the dwarf charges through the shallow water and appears in front of the wererat suddenly. With a clean and powerful swing, its head comes clean off!
Will: 1d20 ⇒ 17
At first the wererat (moved to next nearest wererat) seems to focus on you, but before it starts to tunnel vision, it suddenly catches it's awares and remains alert.
All players up!
| Meghan Goldknickers |
Meghan digs some silver coins out of her coin purse and wades out into the water, trailing in the wakes of Taton and Unbeugsam.
| DM Default |
Just realized I forgot to roll attacks for last round. (facepalm)
"Watch out! you heara a yell and two arrows fly from the brush nearby.
Attack Pink: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Attack Pink: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
An elf colored by the muck emerges from his hiding place, his sights set on the wererat.
Attack Unbeuagasm: 1d20 + 10 ⇒ (3) + 10 = 13 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack Taton: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d6 ⇒ 5
Cofnirm Crit?: 1d20 + 6 ⇒ (20) + 6 = 26 Crit Damage: 1d6 ⇒ 1
Attack Amboy: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d6 ⇒ 3
Player's up!
| Taton |
Taton continues his assault, this time attempting to strike with both sides of the weapon.
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d8 + 4 ⇒ (4) + 4 = 8
attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4
He realizes his onslaught would be much more effective with an ally for flanking, but alas one is not currently present.
| Meghan Goldknickers |
Meghan waits for an opening, wades a short distance north, and tries to fire one of her coins at the nearest wererat (red).
coin shot (silver; into melee; ranged touch): 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17 for bludgeoning, piercing, silver damage: 1d6 + 1 ⇒ (3) + 1 = 4
| DM Default |
My goodness, apologies once again Amboy. I keep screwing up here. We'll scratch that last attack on you.
Taton hits hard with two well-placed blows, but it seems the rat's natural hide absorbs all the damage. Unbeugasm has the same problem and even Meghan's attack barely misses the terrible beast.
Amboy take an additional turn next round.
The mysterious archer ally takes two shots at green.
Attack Green: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Attack Green: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
One arrow finds purchase, but the blow is light at best.
A second rat whirls to surround the mighty dwarf and draws a nasty looking dagger.
Attack Unbeaugasm: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Attack Unbeaugasm: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Attack Meghan: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d6 ⇒ 5
Attack Meghan: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d6 ⇒ 4
Players up!
| Meghan Goldknickers |
Not daring to enter potentially deeper water, Meghan again fires a coin into the main fray, again targeting the wererat between her two allies (red dot).
coin shot (silver; into melee; ranged touch): 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0 for bludgeoning, piercing, silver damage: 1d6 + 1 ⇒ (4) + 1 = 5
GM: Meghan's last attack (and any within 20 ft. with coin shot is handled as a ranged touch attack. If she's missed with a 17...it might be time to run away!
| Tural Imoroa |
Tural, slightly slower than his companions to react, spins planar energy into a shockingly machine-looking eagle, seeminly made of brass and with blue fire in its eyes. It appears just above and behind the green archer, ready to keep him from focusing. It cries a challenge and begins to tear into its foe.
Summoning a resolute eagle, and using Smite Chaos. If these guys are chaotic, +1 to damage per attack
Bite: 1d20 + 3 ⇒ (15) + 3 = 181d4 ⇒ 4
Talon: 1d20 + 3 ⇒ (9) + 3 = 121d4 ⇒ 1
Talon: 1d20 + 3 ⇒ (5) + 3 = 81d4 ⇒ 3
AoO (if needed): 1d20 + 3 ⇒ (17) + 3 = 201d4 ⇒ 3
The eagle gets an AoO if the archer tries to shoot anywhere. Added the eagle as a purple square on the map
| Taton |
Taton keeps attacking, though if it continues to be as ineffective, he doesn't like their odds.
attack: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d8 + 4 ⇒ (8) + 4 = 12
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 2 ⇒ (6) + 2 = 8
| DM Default |
Ouch, ranged touch...missed that keyword. Will add the damage accordingly.
Meghan and Unbeugsam miss with their attacks, but Taton gets a solid attack in damaging the wererat further(red) and finally dropping him.
Tural summons a resolute eagle which quickly damages the elven archer who whirls around in surprise.
"What the-
Indeed, it is an odd tactic to attack the elf filling the wererat's with arrows, but better safe than sorry.
Amboy quickly hides his presence, all but disappearing into the foliage, and waiting for his moment.
Two wererats shoot crossbows at the elf ally now besieged by the summoned eagle.
Attack Elf: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Attack Elf: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Confirm crit: 1d20 + 8 ⇒ (16) + 8 = 24 x3 equals 24 damage
The elven ally pales as two bolts find their way into his chest. He stumbles and falls face first onto the earth, bleeding out.
The wererat targeting Unbeagsam proceed to push their assault.
Attack Unbeagsam: 1d20 + 10 ⇒ (6) + 10 = 16 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Player's up!
| Meghan Goldknickers |
Meghan wades out of the water, slips between Unbeugsam and Taton, and scrabbles over the wrecked boat, looking for an opportunity to use her last silver coin on one of the beasts.
I figure I'd best get Meg outta the water in case she's the next to fall....
@GM: Does the wrecked boat provide any cover from the wererat's arrows?
| DM Default |
Um...so, I may have described them as crossbows, but actually they are shortbows. I don't know why I described them as crossbows...
| Taton |
Taton calls out, "If someone wishes to aid me, this would be far easier." As he approaches the nearest enemy and strikes out.
attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d8 + 4 ⇒ (6) + 4 = 10
| Tural Imoroa |
Tural directs his hawk to attack the rat behind Unbeugsam, providing a flank as well.
Bite, flank: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 151d4 ⇒ 1
| DM Default |
@Megahn: I'd say you'd get cover based on positioning.
Meghan scrambles to safety, and bides her time to for a more opportune shot.
Taton and Tural's hawk have trouble landing hits on the wererat's rough fur coats, but Uneugsam is able to dig his axe into one decisively, almost killing it. However, the wererat snarls as it remains standing.
The elf ally is still unconscious, the large bolt stuck a bit too close to where his heart lies.
Sensing the dwarf as the largest immediate threat, the group of two archers pull out their jagged daggers and split off, one heading to Tural, while the other heads to Unbeaugsam.
Attack: 1d20 + 10 ⇒ (17) + 10 = 27 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Crit Confirm?: 1d20 + 10 ⇒ (19) + 10 = 29 Damage: 1d4 ⇒ 2
Total Damage: 16
Players up!