Oratio Bowsinger |
Hey all, I'm back. As I get ready for my turn, which should be now, do we have a map? So I can see if I can start shooting or if I have to move again.
GM Engleaktig |
Round 1
__________________________________________________
Corrected Initiative Order
Bhuukka: 1d20 + 5 ⇒ (18) + 2 = 23
Quickling: 1d20 + 7 ⇒ (13) + 7 = 20
Oratio: 1d20 + 3 ⇒ (17) + 3 = 20
Turen: 1d20 + 1 ⇒ (19) + 1 = 20
Quickling: 1d20 + 7 ⇒ (12) + 7 = 19
Manaria: 1d20 + 3 ⇒ (13) + 3 = 16
Kelvor: 1d20 + 2 ⇒ (12) + 2 = 14
Parkhtu: 1d20 + 1 ⇒ (11) + 1 = 12
Quickling: 1d20 + 7 ⇒ (2) + 7 = 9
__________________________________________________
Welcome back! You can totally start shooting things.
I haven't posted a map; I find maps at this scale/distance to be unwieldy. But, you totally have a shot at three quicklings who are within one range increment of your longbow. One is tangling with a mobat. Two are climbing down from a nearby cave.
__________________________________________________
Oratio and Turen are up!
Oratio Bowsinger |
Knowledge nature: 1d20 + 6 ⇒ (7) + 6 = 13 Trying to remember DR first, then special attacks, then defenses.
Oratio stops moving and starts shooting things! Specifically, rapid shooting the quicklings climbing down, since they should lose their Dex while climbing. Also, his arrows are cold iron by default, not shooting any with blanches unless his knowledge check says he needs silver or some other special coating.
Longbow: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Damage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11 with inspire courage, not point blank shot
Longbow: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 Damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Longbow: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Damage: 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Crit confirm: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Damage: 2d8 + 14 + 4 ⇒ (6, 1) + 14 + 4 = 25 triple damage
GM Engleaktig |
Hahahahahaha! The adventure specifically says that it takes the quicklings in the cave one round to join combat. That really let the archer shine.
Oratio drops the first quickling rapidly as it descends. Then, concentrating on his third shot, he splits the remaining quickling's head open with one arrow.
Turen shoots the quickling who is engaged in a death battle with a mobat.
Calling this fight. One quickling is not match for the party. Do feel free to post some flavorful descriptions of how you'd like to dispatch him. :)
Having defeated the mobat handlers, how would you like to calm down these mounts?
Oratio Bowsinger |
Oratio will stop orating and let his lingering performance help the melee combatants take care of the last quickling, while he will put his Wild Empathy skills to the test for the first time.
Wild empathy: 1d20 + 7 ⇒ (18) + 7 = 25
Boom!
Parkhtu Akhen-Amun |
Parkhtu will help corral the last quickling so that Kelvor and Manaria can squash it, then he'll use Handle Animal to help with the mobats.
Handle animal: 1d20 + 9 ⇒ (19) + 9 = 28
"We need to look around for saddles and magic items. Is there a pouch full of rings of feather fall lying around? Wouldn't that be handy!"
By the way, Parkhtu's initiative increased to +5 due to his curse. It's the 5th level power-up but he gets half credit for his two paladin levels! He still can't act in the surprise round, or is staggered in the first round if there is no surprise round.
Turen Buckleswagger |
Turen will use his speak with animals to help with with mobats.
CHA check: 1d20 + 4 ⇒ (9) + 4 = 13
He then turns to Parkhtu.
"We get to ride them WOW? My Uncle Trapmakersprig rode a badger once!"
He looks for saddles.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
"Say this reminds me about bats...What’s the first thing bats learn at school? Anyone? The alpha-bat! Ha ha!"
GM Engleaktig |
ROFL! :D
_________________________
You all stomp the mobats who suddenly see you as liberators. Apparently, the "alpha" mobat has a beret and a cheap cigarette. In a Galtan accent he tells Turen: "Mais oui, bien sûr! We will 'elp you if it puts down zese oppressor pig-dogs!"
There are enough mobats for everyone to ride.
_________________________
The party hears an insect-like buzzing in the distance...
Kelvor of the Shundar-Quah |
Kelvor mounts up. "Let's DO THIS!" he says. And then promptly falls out of the saddle.
He dusts himself off and then gingerly mounts again. "Umm, let's go?"
Parkhtu Akhen-Amun |
Before mounting, Parkhtu will cast detect magic and take another look around at the bodies of the quicklings and in the stable area. "Turen, are you sure there aren't any rings of feather fall anywhere? Who would get on a flying mount without one?"
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
GM Engleaktig |
The "head" quickling has: mwk leather armor, +1 kukri, amulet of natural armor +1, mwk leatherworking tools, 7 wings of mobat leather (15 gp each), 27 gp
The two "mook" quicklings each have: blue whinnis poison [4 doses], Small short sword
__________________________________________________
The stable contains eight exotic military saddles, two exotic pack saddles, 20 bit and bridle sets appropriate for mobats, and three potions of feather fall. Hidden behind a work bench is an equestrian belt finely tooled from mobat leather.
__________________________________________________
The party did fine one ring of feather fall back in part 1.
Kelvor of the Shundar-Quah |
The "head" quickling has: mwk leather armor, +1 kukri, amulet of natural armor +1, mwk leatherworking tools, 7 wings of mobat leather (15 gp each), 27 gp
The two "mook" quicklings each have: blue whinnis poison [4 doses], Small short sword
__________________________________________________The stable contains eight exotic military saddles, two exotic pack saddles, 20 bit and bridle sets appropriate for mobats, and three potions of feather fall. Hidden behind a work bench is an equestrian belt finely tooled from mobat leather.
__________________________________________________The party did fine one ring of feather fall back in part 1.
"OK, who are the most likely to fall off? They should get the feather fall ring and potions," reasons Kelvor.
Kelvor's got Acrobatics +4, Survival +12, Handle Animal -2
Parkhtu Akhen-Amun |
Parkhtu's Handle Animal is good at +9, but Acrobatics -5, Ride -1, Survival +5. The military saddle gives a +2 to Ride checks to stay mounted. Unfortunately I don't think we got to keep the ring from part 1, unless any of us bought one.
Oratio Bowsinger |
Oratio is probably good: Acrobatics +7, Handle Animal +9, Ride +7, and Survival +5.
GM Engleaktig |
You have plenty of time to decide/distribute feather fall devices. Once that's done...
The party saddles and mounts their mobats and sets off. In the distance you see three moving pinpoints of light. The buzzing sound is louder. The motes of light circle the party, from a distance.
A voice rings out: "Coin and a small amount of blood are required for safe passage here! 1,000 GP should do." Fixing upon the voice, you note that the speaker is a sprite riding a stirge.
His voice is not overly angry/aggressive. This is their "racket"and they only want enough blood for one stirge. How you react is up to you. There's absolutely no wrong answer here. :)
Bhuukka |
Bhuukka stands by with little idea what is going on.
I'm assuming he would have stopped farther than 10 feet away from the stirge riders, so he'd be too far away to read lips.
Oratio Bowsinger |
Knowledge nature: 1d20 + 6 ⇒ (20) + 6 = 26
"Allowing someone's blood to be drained will reduce their toughness until healed, which isn't great as we prepare to invade the enemy's fortress. I'm sure our healer can repair that, but it's still a resource drain. Plus the price seems extremely high."
Are the sprites and stirges grouped together? Oratio has never cast his flurry of snowballs before, might be a good time to try it out!
GM Engleaktig |
Though Bhuukka cannot see most of the sprites and stirges, I'm happy to say that the "spokessprite" is close enough to see. Unfortunately, the rest of them are spread out and surrounding you at various locations and distances.
Oratio is clever enough to know that there mush be a cave nearby where they roost.
Kelvor of the Shundar-Quah |
"Ugh. Just do it. We're wasting time, I think!" says Kelvor. Although, he does have a cold iron earthbreaker ready for these fey. It might be fun to watch their corrupted little faces shrivel under his cold iron fury.
Parkhtu Akhen-Amun |
Parkhtu doesn't want a flashy battle to catch the attention of the enemy on the ceiling, otherwise he'd not be keen on making this deal. However, in the interest of time and stealth he agrees to go along.
GM Engleaktig |
Works for me, if it works for the party. Please feel free to speak up, if you have any concerns, questions, or alternate means of resolving the encounter.
__________________________________________________
The sprites come out and gather your coins. Turns out that their gang nests in a large crack southwest of the svirfneblin tunnels. In addition to the 3 stirge riders here, there are a dozen ordinary sprites and two dozen stirges in the cave. (These 3 need to call the others for help carrying your bribe.)
Nelly Belle takes a sip from your mounts.
Otherwise they leave you in peace.
__________________________________________________
The remainder of your flight is uneventful until the tower comes into view.
Karexin's Tower is an inverted complex carved from the stone of the one of the Maw’s largest stalactites. What looks like the entryway is located near the cavern's ceiling. There's a landing platform near the entryway, but it only has enough room for up to three mobats at a time to cling to its edges and allow their riders to dismount.
Oratio gets the strong sense that the mobats are trained to land there.
__________________________________________________
Before you can land, however...
1d20 ⇒ 7
1d20 ⇒ 1
1d20 ⇒ 3
1d20 ⇒ 9
1d20 ⇒ 1
Several of you notice four tiny flames headed towards you. (These are different from the lights brought on by the sprites.) The flames seem to burn an unnatural, sickly shade of green.
GM Engleaktig |
Those of you trained in knowledge(religion) might be able to identify the approaching flames. At the moment, they are 40 feet away. They are directly interposed between the party and the tower.
Bhuukka |
Kn. Religion: 1d20 + 5 ⇒ (20) + 5 = 25
"Flying skulls with laser beams. Did you expect anything less strange that that?"
Manaria Moonsilver |
Manaria shakes her head. "With all the weird things we encountered in these tunnel, not much surprises me anymore."
Oratio Bowsinger |
Knowledge religion: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
"Undead flying heads! Finally, something undead to shoot!"
If possible, Oratio will start shooting immediately, once I look up the mounted combat rules! Or this will occur on my turn once you roll initiative for us, I'm not really interesting in trying Diplomacy even if they turn out to just be talking heads...
DC 5 ride check to guide the mount with my knees so I can use both hands - I have a +7 to ride so automatic success. Then a -4 to the attack rolls, so Oratio will drop Deadly Aim in order to maximize accuracy while rapid shotting. (I've definitely never taken the mounted combat/mounted archery feat chain.)
These rolls do not include point blank shot. My attack rolls occur when the mount has completed half of its movement, so I should be within 30' and get the +1 attack/damage?
Shot 1: 1d20 + 11 - 4 + 2 ⇒ (5) + 11 - 4 + 2 = 14 (mounted penalty, favored enemy, +1 Point Blank Shot?)
Damage 1: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (favored enemy undead, +1 PBS?)
Shot 2: 1d20 + 11 - 4 + 2 ⇒ (8) + 11 - 4 + 2 = 17 (+1 PBS?)
Damage 2: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (+1 PBS?)
Shot 3: 1d20 + 6 - 4 + 2 ⇒ (15) + 6 - 4 + 2 = 19 (+1 PBS?)
Damage 3: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (+1 PBS?)
Wow, very consistent damage rolls, is this d8 broken?
Kelvor of the Shundar-Quah |
Wow, very consistent damage rolls, is this d8 broken?
I think so. You should get another and roll it, instead. ;)
GM Engleaktig |
ROFL!
Because of Oratio's particular disdain for undead, I'm happy to say that you all get a turn before the approach close enough to harm you. :)
__________________________________________________
Oratio's arrows each have one word engraved upon them--in elven and in common. As he fires thrice, the arrows spell out:
"about"
"damn"
"time"
The minstrel's training results in remarkable consistent results. (And, because each of the beheaded only have 6 HP, Oratio also adds three kills!)
__________________________________________________
Whoever would like to go next can do their thing to the last green skull. :)
Kelvor of the Shundar-Quah |
Ride/control mount with knees: 1d20 + 1 ⇒ (6) + 1 = 7
Kelvor carefully guides the mobat close to the floating head, leans over, and winds up with his earthbreaker. He imagines himself back home on the Storval Plateau as a child, playing pumpkin ball and listening to his friends offer color commentary on the game.
"There's the pitch! Burnt-Face Kelvor winds up! HE SWINGS!"
Pwr Atk: 1d20 + 17 ⇒ (20) + 17 = 37
Crit x3 Confirm: 1d20 + 17 ⇒ (20) + 17 = 37
Dmg: 2d6 + 2d6 + 21 ⇒ (4, 4) + (5, 1) + 21 = 35
Dmg: 2d6 + 2d6 + 21 ⇒ (5, 4) + (5, 2) + 21 = 37
Dmg: 2d6 + 2d6 + 21 ⇒ (3, 5) + (3, 4) + 21 = 36
"AND HITS IT OUT OF THE PARK! The crowd goes wild!"
Manaria Moonsilver |
Manaria levels her staff at the last skull but pulls back as Kelvor smacks the skull.
Parkhtu Akhen-Amun |
Hanging onto his mobat with a death grip, Parkhtu slowly raises his holy symbol to blast the skulls back to the Boneyard, then quickly regrabs his reins as the undead are efficiently disposed of. He heads for the landing zone so that he can dismount, trusting that the mobat has done this before and is on autopilot.
Oratio Bowsinger |
Assuming we all safely land, Oratio asks everyone to hold up for a minute and pulls out his ukulele.
"I'd like to share with you all the special piece of music I just recently mastered. It's called Triple Time." He strums the instrument, initially a slow march that slowly picks up speed to an infectious tune that has everyone tapping their feet and ready to rush out.
This is a bardic masterpiece that for the low cost of one minute of music and the expenditure of one round of bardic performance, everyone gains a 10' enhancement bonus to their ground speed for the next hour.
Kelvor of the Shundar-Quah |
This is a bardic masterpiece that for the low cost of one minute of music and the expenditure of one round of bardic performance, everyone gains a 10' enhancement bonus to their ground speed for the next hour.
Awesome!
Parkhtu Akhen-Amun |
Parkhtu happily puts away his wand of longstrider.
"I wish you'd been with us and able to do that during the games we competed in back in Davarn! We'd have dominated the competition even more! Now, let's go get that axe back."
Kelvor of the Shundar-Quah |
"I was!" says Kelvor with a smile.
Turen Buckleswagger |
Turen steers his bat towards the landing area.
"Yeah let's get that axe back!" He glances back at the bat. "Hey speaking of bats...What’s the first thing bats learn at school? Anyone?
The alpha-bat. ha ha!"
GM Engleaktig |
Kelvor hits the skull so hard that all around the cavern are echoes of "Ow!" as generations of the skull's progenitors felt the blow!
__________
You all take turns landing and dismounting.
__________
Near the landing platform, dismal gray planks form the foundation of an otherwise vibrant garden of molds, fungi, and even surface plants. Black iron cages, each large enough to hold a single person, dangle from lengths of rusting chain above.
Kelvor of the Shundar-Quah |
Near the landing platform, dismal gray planks form the foundation of an otherwise vibrant garden of molds, fungi, and even surface plants. Black iron cages, each large enough to hold a single person, dangle from lengths of rusting chain above.
Kelvor looks closely. "Are there any people in those cages?"
GM Engleaktig |
From this vantage point, it looks like there are nine medium sized creatures in the cages. All are more or less dwarven-shaped. A couple of the closer ones move weakly and groan pitifully; they've clearly been left to die out here from exposure, hunger, thirst, or whatever happens to wander by and take a bite.
Kelvor of the Shundar-Quah |
"We need to rescue those poor souls!" says Kelvor, recalling his oath to Delbera Axebringer's ghost.
Turen Buckleswagger |
"Yes of course!"
Turen runs over and grabs his thieves tools and starts opening the cages. He looks for traps first.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Disable device: 1d20 + 9 ⇒ (5) + 9 = 14