Sea Ranger |
Sea Ranger looks at the boy curiously. "A mimic?" The druid tries to recall what he knows about them, it sounds vaguely familiar. "Can you show us where the other passages are? And why did you hide from the priest? Did he hurt you? Or perhaps you heard him speak with scary folks? Can you tell us what they might have talked about?" He takes a look at the alcove in which the boy was hiding, trying to see if there was an adjoining passage of some kind.
Didn't want to presume that Sea Ranger knows what a mimic is! Try to get a little more information from the kid. Locations of other secret passages, if the priest regularly met with anyone, what they might have said, etc.
EltonJ |
Sea Ranger looks at the boy curiously. "A mimic?" The druid tries to recall what he knows about them, it sounds vaguely familiar. "Can you show us where the other passages are? And why did you hide from the priest? Did he hurt you? Or perhaps you heard him speak with scary folks? Can you tell us what they might have talked about?" He takes a look at the alcove in which the boy was hiding, trying to see if there was an adjoining passage of some kind.
The boy nods, "Yes, he hurt me. Pretty bad. I was trying to hide from him. He talked to the lizard men every evening. He fed my good clothes to the mimic when I first came here."
Mervin takes a breath. "He likes to torture little kids like me. It's good you defeated him."
Didn't want to presume that Sea Ranger knows what a mimic is! Try to get a little more information from the kid. Locations of other secret passages, if the priest regularly met with anyone, what they might have said, etc.
Make a K. Dungeoneering roll, DC 17 to recall what a mimic is.
Vesica "Tavern Tale" |
Tavern Tale seems totally befuddled by the term "mimic." Dropping to one knee beside the boy, TT asks, "Where did the priest meet with the lizard people? Is he the only cultist or there more priests that dwell here?" Once she feels the boy's told the party all he knows, she tells him to make for the mayor's house. "He'll be able to find a safe place for you to stay."
So long as his meals aren't disturbed!
EltonJ |
Tavern Tale seems totally befuddled by the term "mimic." Dropping to one knee beside the boy, TT asks, "Where did the priest meet with the lizard people? Is he the only cultist or there more priests that dwell here?" Once she feels the boy's told the party all he knows, she tells him to make for the mayor's house. "He'll be able to find a safe place for you to stay."
So long as his meals aren't disturbed!
"He met with them in the kitchen area, so they won't be disturbed," says Mervin. "He's the only cultist, I've seen no other priests."
Sea Ranger |
No skill in Dungeoneering - not yet, anyway...
Still frowning, Sea Ranger encourages the boy to speak more. "Tell us about this... mimic, did you call it? What does it look like? A monster of some kind? Not an animal? I've never heard of such in my wanderings."
When the boys offers to draw a map, he looks at the lad curiously. "You know where their foul god can be found? Did the priest ever take you there? I am sorry for what he put you through, but he can hurt you no more. Is there anyone in the village that can take care of you? A relative? Do you have parents?" The druid is not exactly distrustful of the boy, but perhaps he is mildly suspicious. Where did he come from? How does he know where to find the reptile god?
EltonJ |
No skill in Dungeoneering - not yet, anyway...
Still frowning, Sea Ranger encourages the boy to speak more. "Tell us about this... mimic, did you call it? What does it look like? A monster of some kind? Not an animal? I've never heard of such in my wanderings."
"It looks like a chest. The lid is it's mouth, and it has nasty teeth and a big tongue," Mervin explains. "It eats anything and has a large stomach. It's a monster that the priest obtained while in the lair of his reptile god."
When the boys offers to draw a map, he looks at the lad curiously. "You know where their foul god can be found? Did the priest ever take you there? I am sorry for what he put you through, but he can hurt you no more. Is there anyone in the village that can take care of you? A relative? Do you have parents?" The druid is not exactly distrustful of the boy, but perhaps he is mildly suspicious. Where did he come from? How does he know where to find the reptile god?
"Actually the priest kept a map of where it can be found in a night stand, first drawer," Mervin explains. "I haven't been there, but I was told that I'm immune to it's charms. I had parents, but there is an aunt I can stay with."
Sea Ranger |
Sea Ranger feels his suspicions of the boy ease up and he smiles earnestly at the kid. "Good, you should probably see your aunt first, and then check in with the mayor - but it's up to you. We won't risk your safety here, in case there are other traps or monsters about, but can you tell us where these other two secret passages can be found? Which rooms they're in, and how they're concealed? And most importantly, how they're opened. And where is this mimic?"
EltonJ |
Sea Ranger feels his suspicions of the boy ease up and he smiles earnestly at the kid. "Good, you should probably see your aunt first, and then check in with the mayor - but it's up to you. We won't risk your safety here, in case there are other traps or monsters about, but can you tell us where these other two secret passages can be found? Which rooms they're in, and how they're concealed? And most importantly, how they're opened. And where is this mimic?"
"The mimic is in the priest's private chambers, it's disguised as a chest," the boy relents. "The secret passages include one from the kitchen to the vestibule, and one from his private chambers to the priest's office. He would hide children there that could not be charmed. May I go to my aunt's place now?"
Sea Ranger |
The druid smiles at the boy and claps his shoulder. "Go. Be safe." Once the lad is gone, Sea Ranger speaks to the others. "If the priest met with the lizard folk in the kitchen, that might explain the secret passage from there to the vestibule. And the one from his private chambers to his office is obvious. If the map and this mimic are in his quarters, I'd suggest we search there, first. Then find the secret passage to his office and take a look there, next. We can finish with the kitchen and find that secret passage as well. There could also be a cellar of some kind to search."
Private chambers first? Get the map and kill the mimic - preferably from a safe distance!
Vesica "Tavern Tale" |
When the lad speaks of a mimic, Tavern Tale's glossed-over eyes indicate that the bard has never met such a creature. When Sea Ranger offers a plan, though, she snaps back into focus with an emphatic nod.
The priest's chambers first works for me. TT will switch out to her sling beforehand.
Vesica "Tavern Tale" |
Feeling a bit foolish and unsure of what will happen should she hit, Tavern Tale snaps a stone from her sling at the chest. It flies wide of the target, taking out a candle on one of the small tables.
Vesica sling: 1d20 + 3 ⇒ (4) + 3 = 7 for bludgeoning damage: 1d4 + 1 ⇒ (4) + 1 = 5
Assuming both that the chest IS a mimic and that we get a surprise round on it, I'll also roll for Initiate now.
Vesica Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Sea Ranger |
Sea Ranger considers the chest and wonders if perhaps the boy had been mistaken - or even having a bit of fun with them. The druid mutters "ignus" and a ball of flame appears in his hand, burning steadily though it doesn't burn his skin. Then he hurls the small globe at the chest, intending to see if it reacts to the heat, or if it only leaves a scorch mark on the wood.
Even as he casts his arm back to throw, he sees the chest suddenly open its mouth and catch the dwarf's thrown mug of beer!!
Cast Produce Flame spell and hurl it at the chest. LOL, I posted this before I saw GM EltonJ's post, so edited in that last bit! :)
Ranged Attack: 1d20 + 3 ⇒ (10) + 3 = 13 vs AC?
Fire Damage: 1d6 + 2 ⇒ (5) + 2 = 7
EltonJ |
Sea Ranger considers the chest and wonders if perhaps the boy had been mistaken - or even having a bit of fun with them. The druid mutters "ignus" and a ball of flame appears in his hand, burning steadily though it doesn't burn his skin. Then he hurls the small globe at the chest, intending to see if it reacts to the heat, or if it only leaves a scorch mark on the wood.
Even as he casts his arm back to throw, he sees the chest suddenly open its mouth and catch the dwarf's thrown mug of beer!!
Cast Produce Flame spell and hurl it at the chest. LOL, I posted this before I saw GM EltonJ's post, so edited in that last bit! :)
Ranged Attack: 1d20 + 3 ⇒ (10) + 3 = 13 vs AC?
Fire Damage: 1d6 + 2 ⇒ (5) + 2 = 7
The mimic tries to eat the fire, but to no avail. The fire burns the mimic, and it produces tentacles and starts jumping around to put out the fire!
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural). Remember, Chestman and others, this is player knowledge.
Vesica "Tavern Tale" |
TT steels her own resolve and takes a few moments to inspire courage in her allies. "We're quite sure we'll pass this test--there's no piece of furniture we can't best!" With that bit of shaky rhyming done, the bard drops her sling and draws her sap before taking a careful 5-foot) step along the edge of the room, hoping to flank the strange monster next round.
Initiating inspire courage +1.
Sea Ranger |
As the others move in, so does Sea Ranger, using his shield to protect himself he strikes at the creature with his scimitar.
Scimitar Attack: 1d20 + 4 ⇒ (18) + 4 = 22 = Possible Crit!
Crit Confirmation: 1d20 + 4 ⇒ (7) + 4 = 11
Scimitar Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Extra Crit Damage: 1d6 + 3 ⇒ (6) + 3 = 9 (if applicable)
EltonJ |
As the others move in, so does Sea Ranger, using his shield to protect himself he strikes at the creature with his scimitar.
Scimitar Attack: 1d20 + 4 ⇒ (18) + 4 = 22 = Possible Crit!
Crit Confirmation: 1d20 + 4 ⇒ (7) + 4 = 11
Scimitar Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Extra Crit Damage: 1d6 + 3 ⇒ (6) + 3 = 9 (if applicable)
just to check, did you add the inspire courage bonus? I think you did, but I want to be sure.
Vesica "Tavern Tale" |
TT circles into flanking position and swings her magical sap at the monster, not sure if such an amorphous beast can suffer nonlethal damage. Belatedly, the young lady recalls that you need to hit your foe first before you can damage it.
Vesica +2 sap (IC, flanking): 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 for bludgeoning, magic, nonlethal damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
EltonJ |
TT circles into flanking position and swings her magical sap at the monster, not sure if such an amorphous beast can suffer nonlethal damage. Belatedly, the young lady recalls that you need to hit your foe first before you can damage it.
Vesica +2 sap (IC, flanking): 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 for bludgeoning, magic, nonlethal damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Vesica, that was a light tap (10 to strike, against AC 16). You did no damage, however it's still stunned.
Sea Ranger |
Oh shoot, I forgot that bonus! Those are my standard attack bonuses. Thanks for catching it! Should be +1 to attack and damage then - and maybe that crit will hit after all?
EltonJ |
Oh shoot, I forgot that bonus! Those are my standard attack bonuses. Thanks for catching it! Should be +1 to attack and damage then - and maybe that crit will hit after all?
Yes the critical did hit! You managed to cleave a wound deep into the mimic!
Vesica "Tavern Tale" |
Tavern Tale takes another swing while she's still flanking and the mimic's still stunned. Her results are better....
Vesica +2 sap (flanking, IC): 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20 for bludgeoning, magic, nonlethal damage (IC, sneak attack): 1d6 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (2) = 9
EltonJ |
Tavern Tale takes another swing while she's still flanking and the mimic's still stunned. Her results are better....
Vesica +2 sap (flanking, IC): 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20 for bludgeoning, magic, nonlethal damage (IC, sneak attack): 1d6 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (2) = 9
Hit. Only that made the mimic mad. The mimic is also bleeding from the wound Sea Ranger gave it.
Gothia again swipes at the mimic, praying to the gods to end this battle swiftly.
Attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Damage: 1d10 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Hit! But the mimic is still in the fight!
Sea Ranger |
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Emboldened by the deep slash left by the scimitar and the fact it is stunned, Sea Ranger tries to follow up and carve out a goodish section of the mimic before it can launch an attack of its own.
Scimitar Attack (w/ Inspiriation): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 = Auto Hit! Possible Crit!
Crit Confirmation: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Scimitar Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Extra Crit Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Dang! Is this one of Drizzt's scimitars or something?
EltonJ |
Emboldened by the deep slash left by the scimitar and the fact it is stunned, Sea Ranger tries to follow up and carve out a goodish section of the mimic before it can launch an attack of its own.
Scimitar Attack (w/ Inspiriation): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 = Auto Hit! Possible Crit!
Crit Confirmation: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Scimitar Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Extra Crit Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10Dang! Is this one of Drizzt's scimitars or something?
It could be, yeah.
Alright, your hit was dead on. You kill it!
Vesica "Tavern Tale" |
"Yeah! Stick a fork in it! Maybe even a whole tray of silverware...and a couple of old quilts as well!" TT replies to Chestman with a roguish grin. Leaving the vanquished mimic for the others to examine (if they want), the bard first retrieves the wayward stone fired from her sling. Then she pulls a set of thieves' tools out of her belt pouch and cautiously approaches the two nightstands, searching them for traps. Finally, she opens the top drawers, seeking the map to the Reptile God's lair that the boy said they'd find therein before opening the rest of the drawers.
Vesica Perception Check (locate traps--#1/Left): 1d20 + 7 ⇒ (1) + 7 = 8
Vesica Perception Check (locate traps--#2/Right): 1d20 + 7 ⇒ (3) + 7 = 10
May as well make a couple checks now to search for secret compartments in the nightstands or false bottoms in the drawers.
Vesica Perception Check (nightstand #1): 1d20 + 6 ⇒ (14) + 6 = 20
Vesica Perception Check (nightstand #2): 1d20 + 6 ⇒ (4) + 6 = 10