I will be going into the woods for a week or so on a camping trip. This means that I highly doubt I will have access to internet.
I apologize for this delay in everyone's gaming schedules and I hope to be back before you know it!
P.S. If bears devour me, give a short prayer to Cayden Cailean for me eh?
Please don't Bump game threads with just "bump". You're welcome to post an in character comment but no bumps.
The ratfolk leader was carrying an unmarked potion and a glowing rapier.
The room contained the following items: A mixture of copper, silver and gold coinage amounting to 350 gp each, a locker containing a +1 light wooden shield, an unidentified wand[/i], 3 [b]potions of blur and a set of paper documents. Anyone speaking Aklo understands them.
The documents are long and complicated but relate to plans of the Society, including marching orders, forward outposts and potential attack sites.
I wholeheartedly apologize, between my job and leaving for an unexpected LARPING trip, all 3 of my campaigns have missed out. Nevertheless, as it stands, with only 3 players I am wondering how to resolve this issue. I will put out a shout in recruitment for at least 1 more.
Fort: 1d20 + 3 ⇒ (4) + 3 = 7
Vardyr, your shot misses by barely an inch, while Victor, your weapon strikes true and flat and takes the leader square in the mouth dropping him unconscious. (Did you bribe the dice roller?)
As it stands, the other ratfolk are visibly worried and attempt to flee by the windows and rafters.
Victor;s furious charge up the tower resulted in a surprise attack against the three last remaining ratfolk within the tower. The visible leader, obvious by his strange colorings and shinier equipment takes a vicious 12 damage blow. Ruby, following Victor nevertheless misses her target but Neerwym manages to catch the closest one in the face, also killing it.
The ratfolk left alive (a leader and a minion fight back. Both wield blades and use them to attempt to hack at you.
I see Bluff checks are NOT this group's specialty, and I'll permit the caltrops.
A single ratfolk had attempted to come down the stairs, and not noticing the caltrops walks straight into them. At the speed he was going, he injures his foot seriously and trips.
"Ul Yji qeom!" he shouts as he falls.
The clattering upstairs starts again!
The next volley of attacks takes the ratfolks completely down. By bullet and arrow the enemies are taken care of quite completely.
With that critical I decided to allow you to finish off the other ratfolk, that was beautiful.
You hear the sounds of clamoring and armor coming from upstairs. The ratfolk are most likely alerted to your presence now. Nevertheless, there isn't that much noise so you might stand a chance to take them down.
Sure, go right on ahead. But in the meantime...
The barrage of bullets and attacks coming from your group catches the ratfolk viciously.
Ratfolk (Left): 7
You can tell that the leftmost ratfolk is severely wounded while the other one is still quite fine.
Both fire their shortbows, both at Vardyr (who was the first one they spotted, and the closest)
Attack 1: 1d20 + 4 ⇒ (9) + 4 = 13
Damage 1: 1d4 - 1 ⇒ (1) - 1 = 0
Vardyr: 3 damage taken (really lucky there)
The last ratfolk has already vanished upstairs.
Round 2 begins
Going with no changes then.
I'll update the combat tonight as I need to think out more than just this floor.
As well, this is just a general warning I'm making in all my PbP. My schedule is going to be wonky for the next week or so as I'm staying with my dad. Don't be afraid if I miss a day or two. I'll let you all know when I'm back at home. Cheers.
Yeah, shortbow doesn't increase in damage unless it is composite, however if i have a - in strength it will decrease the damage I deal with it.
By gosh you're right! Well, it appears that I CAN still learn new things after all these years. This is probably due to me not ever having lower than 10 Strength characters...
The ratfolk are obviously not impressed.
One bolts up a winding staircase to the floor above while the other two take a defensive stance and ready their weapons.
Everyone should have their initiative count and can begin posting their actions. Once all actions are decided, I'll wrap up round 1 and we'll continue to round 2. All ratfolk are 40 ft. from the doorway leading down. There are no places to take cover. The staircase is at the far end of the room, 80 ft. from the doorway.
Neerwyn Coppertail wrote:
@DM: I'm not sure if I should ask you or "the Master" but I'd like to make up some stuff about my patron: names, lore, whatever. Is that ok or (and perhaps even better!) is there already something I could use?
I am the master, go right on ahead.
And Asuraph, try and use the Edit button to correct your errors. Thanks.
As you creak open the door, you see that the room is roughly equal size and that three other guards had been posted here, and your entrance causes them to look your way and be roused to action!
Initiative Rolls need to be included in your next post. The ratfolk and Vardyr act in the surprise round, then everyone enters on their initiative count.
What are your rules on dosage for poison? When a vial of Drow poison cost 75 gold without alchemy and blowgun darts come in packs of ten. I could easily imagine coating 3-5 shots with one vial. If not more. That being if I slathered it on there really nice and wet.
Using RAW rules for poison. 1 dose = 1 application be it weapon or ammunition
And here we go
As you open the hatch, you it leads into another underground level, most likely a basement or cellar of some kind filled with supplies. You can see two ratfolk standing guard by a large wooden door at the top of a short flight of stone steps.
The room is circular and around 70 ft. in diameter. From the hatch to the guards it's 50 ft. You can use the supplies as partial cover in combat.
Don't worry you're not blind, just unperceptive. No traps spotted
Ruby manages to evade going deeper into the pool of water after successfully grabbing the edge and dragging into the basement, joining Victor and Vardyr.
The room you are in is large and appears to be a natural cavern. The walls are slick with moisture and plant life. A large ladder lies at the end of the cavern, leading up.
The pool of water leads deeper.