DM - Voice of the Voiceless |
Technically I don't think my statement was quite as open as you make it out. It was more along the lines of - if the movement or action makes sense given the description, then go for it.
In this case you are on a narrow-ish 10ft ledge of which the creature takes up 5ft of. So it isn't reasonable that you could move to flank without going through the threatened area.
I considered rolling an Acrobatics check for you, then after re-reading what I put up initially, I figured that there was enough information there for you to make a clear and informed decision as to what was possible.
You character decided to move through the threatened area to get a flank. You didn't state any intent to use Acrobatics, so I assumed you didn't.
The paragraph above probably sounds snarky and snippy - but that isn't the intent. Just consider it a gentle reminder to carefully read what I write in the descriptive posts as it does make a difference.
Sentis Spinis |
The druid waved his hand at Baran and thankfully the wolf obeyed his urging and stayed behind as Sentis drew his scimitar and waded the water to the right to come up next to Darkbiter and hacked at the vile looking creature.
Attack - 1d20 + 6 ⇒ (17) + 6 = 23
Damage - 1d6 + 4 ⇒ (6) + 4 = 10
DM - Voice of the Voiceless |
Sentis moves forward into the water and carves a path across the wight's torso with his scimitar.
The wights utter no sounds, but renew their attack on Grusk and Darkbiter...
Grusk Slam: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d4 + 1 ⇒ (1) + 1 = 2
Darkbiter Slam: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d4 + 1 ⇒ (3) + 1 = 4
Ouch! - hot dice for the wights. Another DC 14 Fort save from each of you or another 1d3 Con damage...
Kaavel, since Blaze moved past the wight, there is still a spot for a normal attack - so have assumed you took that. Hence no AoO
Kaavel moves up to the wight, fist flashing forwards to crumple the abominations head. It drops to the floor unmoving.
Action Tracker (Round 2): Darkbiter / Blaze, Doc, Sentis + Baran, Grusk, Salt Wights, Kaavel
Damage Tracker:
Left - 23 (near re-death)
Right - Re-Dead
Memluk "Blaze" Seljuk |
"These things hit pretty hard, huh?" Blaze moves to attack the remaining creature. 1d20 + 8 ⇒ (18) + 8 = 26 for 1d6 + 5 ⇒ (3) + 5 = 8
1d20 + 8 ⇒ (10) + 8 = 18 Crit confrim if that hits to extra fire damage.
1d20 + 7 ⇒ (4) + 7 = 11 Acrobatics check to avoid AoO just in case
DM - Voice of the Voiceless |
Dashing across the bridge to come at the second wight from behind, Blaze strikes it down. Sunstrike blazing with cleansing fire as it arcs through the dessicated salty flesh.
At that moment Grusk scythes his axe through it's belly and tt falls in two directions as it comes apart at its midriff.
Combat finished.
Dont forget the Reflex save from where Doc tried to blow you up Grusk ;)
Looking around you see that there is a small side-chamber next to the bridge and the tunnel continues on beyond that.
Darkbiter |
Fort save 1d20 + 1 ⇒ (17) + 1 = 18
Perception 1d20 + 11 ⇒ (19) + 11 = 30
HP: Max: 21 Current: 13
Con Damage: 3 (so currently sitting at 7 CON)
"Ouch, those bloody things hurt. Someone who didn't get hit by those things want to check out that lockbox at the bottom of this pool?"
Drannigan "Doc" Piper |
Doc pulls on some heavy gloves, pulls his goggles down and sets to examining the bodies of the strange creatures, cutting them open and taking tissue samples, removing teeth and tongues
"We gotta time limit on this job? Any reason not t' go back t' th' refining camp an' set up shop for a day or two while these two recover?"
Drannigan "Doc" Piper |
"Mines connect t' lossa things. If'n there's water, there might b' a watertable or subterrain river. They c'n connect t' other mines or caves tha' might b' a hunnerd miles away. Anyone swept under might end up anywehere there's poolin' water. Might be a burial site on th' other side o' this mountain tha' got punched into. Could b' lossa things. N'less we start runnin' inta undead that're wearin' coveralls an' draggin picks, it's gonna be hard t' tell fer sure."
DM - Voice of the Voiceless |
Sentis retrieves the lockbox from beneath the water. It has a sturdy looking lock upon it, and seems to only have been below the water for a few weeks as it is in reasonable condition.
Looking over the wight's bodies, you can see they are dressed like miners.
So is the consensus to back out of the mine and rest up at least a day?
Sentis Spinis |
Sentis sat dripping from his dive and shook the excess water from his dreads. Baran had barked at him again when he surfaced and now lay at his side.
One good day of rest should have these guys back in action. But that means the whole day of rest. There might be clues to our queery in this box as well. We should at least give Grusk the time to open it before movng on if we're not going to retreat for the time being.
DM - Voice of the Voiceless |
Grusk tries to open the lock, but is unable to.
Retreating back to the surface the squad makes camp in the barracks building and sets watches. Apart from the occasional animal sound in the distance, all is quiet.
Confirmation of any actions taken before sleep time?
Dark mentioned looking over the camp - can you give me an idea of what you're looking for?
Grusk - are you reattempting to open the lock?
Sentis Spinis |
DM Voice's previous post - Searching Options:
Large barracks and meeting house
An operations office
Two storage buildings
Small house for the mine owner and his family.
Refreshed from his bath...it had been awhile... Sentis made sure Grusk and Dark got settled after the necessary preperations and took Baran for a walk. He figured he'd check the storage building to see if there was any gear that they would find useful for their next venture into the mines. He let Sunny and the others know what he was about before leaving the barracks.
Perception - 1d20 + 10 ⇒ (16) + 10 = 26
DM - Voice of the Voiceless |
Grusk spends a long while working away at the lock with his picks. Many times he thinks he almost has it, but it doesn't part. Eventually in frustration he tosses the box down, and the lock pops open. As the box tips over, gold coins spill out.
Just a bit of descriptive fun, take 20 got you right on the money for the DC.
Sentis checks over the storage building and is able to find it reasonably well stocked. There is rope, picks, shovels, hooded lanterns and oil, etc. Full of mundane mining supplies, if there is anything that you think should be there it probably is; but nothing too expensive or exotic.
The night passes uneventfully, though during your watches you each swear that you hear noises coming from the mine entrance. Those of you with scent pick up that the everpresent salty tang on the air seems to rise and fall in waves; but can never pick out any specific source beyond the mine entrance.
3 HP healing and 1 ability damage restored overnight.
Doc and Sentis should probably use up any heals before sleeping so you have a full complement again come daybreak
Drannigan "Doc" Piper |
Doc downs a curative and passes another to Grusk. "Sentis, c'n ye fix up Dark?"
1d8 + 3 ⇒ (4) + 3 = 7 for me
1d8 + 3 ⇒ (7) + 3 = 10 for grusk
After taking some time to root through the mining supplies Doc comes out with a pile of things. "Nothin' better'n free stuff." he says with a grin.
Darkbiter |
"If we ain't in a hurry, we should go through every building thoroughly. Grusk and I can stand back and watch, and be present in case our help is needed, but otherwise we should probably take it easy."
Basically have the party search the camp from top to bottom for anything useful, and or relevant information wise while Dark and Grusk watch where they are close enough to intervene if need be, but otherwise are basically doing bed rest all day unless absolutely needed.
Sentis Spinis |
You two need a fulls days bed rest. No guard duty, no scouting, nothing but resting. And I'll be staying real close to make sure you do.
Heal - Providing Long Term Care DC 15 - 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 = + 4 to Constitution for Grusk and Dark
Sentis will spend the day tending the wounded scouts and using up his 3 prepared CLW on any other wounded.
CLW - 1d8 + 3 ⇒ (4) + 3 = 7
CLW - 1d8 + 3 ⇒ (8) + 3 = 11
CLW - 1d8 + 3 ⇒ (1) + 3 = 4
Baran will wander the camp from time to time. The dwarf and his tinkering are ever curious to the wolf and he likes watching him work when he's not guarding the injured pack mates.
DM - Voice of the Voiceless |
I've checked recently and his parent alias Ryuko has made a few posts in the last few days. If he wants back in, he'll show up.
1d3 ⇒ 3
The evening passes uneventfully and the new dawn greets the party. The mine entrance remains where it was left, leering at you malevolently.
Drannigan "Doc" Piper |
"Th' lot o' ye' get some sleep. I'll keep watch 'till th' sun's up an' sleep when th' rest o' ye's eyes work."
Doc goes about setting up a thorough early warning system of noise-making traps and sets up his customary array of pots and brews at the fire.
Doc's perception sucks, but he's real good at trapmaking...