
DM Mothman |

Farasha and Bashad, who take a moment to look around the chapel, quickly notice that the ceiling rafters in the southeast portion of the chapel upper works have been papered over like a wasp’s nest in an interwoven mish-mash of soiled tapestries, tablecloths, altar runners, and other bits of salvaged cloth, creating a sort of hanging “tent” in the rafters above.
Farasha and Bashad:
Here is a map of the area. Please place yourselves on the map, somewhere grids A to E. The pugwampis standing atop the gnoll skull chandelier is at M9, ten feet above floor level.
Squares occupied by benches or rubble count as difficult terrain. It takes 10 feet of movement to climb the ladder at E2 up to the broken choir loft level (10 feet up). The rafters are 10 feet above the choir loft. Moving along rafters and similar narrow objects at half speed requires a DC 10 balance check. Moving at normal speed requires a DC 15 balance check. You can crawl along a rafter at one quarter of your normal speed with no need for balance checks, but you need both hands free and count as prone. Such movement is probably easier for very tiny creatures…

DM Mothman |

Init:
Al: 22
Nasir and Mus’ad: 20 +
Farasha and Sefu: 20
Bashad: 19
Pugwampis: 11
Reacting quickly, Al slings a stone at the pugwampis standing atop the gruesome hanging decoration. The stone hits, and the creature yelps and howls, but seems more annoyed than hurt. Mus’ad’s crossbow bolt follows an instant later; his aim is not as good as Al’s, but the bolt appears to hit – but must have deflected off something at the last moment, as the rude little gremlin remains un-skewered.
Nasir causes one of her bracelets to glow with light, whilst Farasha and Bashad look about, trying to get their bearings.
No one has described more than one action yet, so you all have a second action remaining if you wish (and Sefu his whole turn). Then the pugwampis.

Sefu |

Seeing his current form having little effect here Sefu melds back into his human form, pulls forth his sling shot and sends a stone toward the dogbeast
Sling 1d20 + 2 ⇒ (15) + 2 = 17 or 1d20 + 2 ⇒ (11) + 2 = 13
Damage 1d4 + 2 ⇒ (3) + 2 = 5
Swift,move and attack action. Also folks are putting map number where is the map? I seem to have lost track

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Here is a map of the area. Please place yourselves on the map, somewhere grids A to E. The pugwampis standing atop the gnoll skull chandelier is at M9, ten feet above floor level.
Squares occupied by benches or rubble count as difficult terrain. It takes 10 feet of movement to climb the ladder at E2 up to the broken choir loft level (10 feet up). The rafters are 10 feet above the choir loft. Moving along rafters and similar narrow objects at half speed requires a DC 10 balance check. Moving at normal speed requires a DC 15 balance check. You can crawl along a rafter at one quarter of your normal speed with no need for balance checks, but you need both hands free and count as prone. Such movement is probably easier for very tiny creatures…

DM Mothman |

With yelps and yips, a half dozen or more pugwampis stand up or burst out from their hiding places amongst the chapel upper works, or scamper across the high rafters. They all hold tiny bows, and in a moment a hail of arrows the size of knitting needles is raining down upon the group of adventurers.
The attacking pugwampis are in the choir-loft at J3, K3, L3 and M3, and on the rafters at L6, L7, L8 and L9.
Al has some good cover from the marble bench in front of him, and only one gremlin targets him with an arrow – but amazingly it hits the halfling right in the throat crit for 6 points of damage.
Three pugwampis shoot at Farasha, but only one arrow finds its mark through her heavy aba for 2 points of damage.
Nasir is likewise hit by one small arrow for 1 point of damage, whilst Sefu is targeted by two arrows, one of which hits for 2 points of damage.
Bashad, who is well to the rear, and Mus’ad, who is partly sheltered by the marble bench and the overhang of the choir loft above, are both ignored by the tiny archers for now.
Round two, party’s turn.

DM Mothman |

Sefu lets loose a bullet at one of the puwampis then makes for the latter
Firing at L-9 and climbing up there if I can
Sling 1d20+2 or 1d20+2
Damage 1d4+2Not sure if we roll damage twice or not
Unfortunately, Sefu’s sling stone falls far short of its intended target. The druid ducks past Mus’ad and Zephyr and scrambles up the ladder.
At the end of your turn you are at the top of the ladder in E2, choir-loft level.
A narrow balcony overlooks the chapel floor some ten feet below. Two rows of tall-backed wooden choir chairs dominate the east and west reaches of the balcony, which hug the chapel’s concave walls. The balcony falls away—collapsed at some time in the past—just on either side of the choir area. Ten feet above, rickety time-worn wooden rafters stretch across the whole chapel. Two huge sections of these rafters have been engulfed in a sort of nest comprised of a patchwork of random bits of cloth.
Fallen pieces of timber stacked up against the wooden choir benches form a sort of makeshift ramp up to the rafters near the middle of the western choir area. Four tiny pugwampis stand near the railing-less edge of the balcony near this point, firing down on the adventurer’s below.
(EDITED)

Mus'ad Nadeem |

Mus'ad flinches reflexively as the hail of tiny arrows fly from above him to strike his friends.
"Oh, camel cr@p!" he mutters vehemently, eyes wide with panic, as the situation sinks in.
He carefully sights at the nest for a target, knowing it will not be easy.
"Zephyr! The rainbow spray spell, I have to be close! Do you see any other way up to the loft?" He asks his tiny companion as he sights carefully at his chosen target.
Is there a Pug I can target with my crossbow? On the nest or rafters? I presume that the ones right above me I can't see. If there is, I'll take my shot, then start following Sefu up to the loft. (Allowing any others who are going to climb up this turn to go first!)
ACK! I just realized, I'm down to 2 HP! one hit and i'm a half-elf on toast! ;P
1st att: 1d20+2=18, 1d8=2, 2nd attempt:1d20+2=9, 1d8=1
I'm pretty sure that's a miss!

Mus'ad Nadeem |

Awesome! Thx! It's too bad you can't get temp HP from Heal spells. That roll alone was more than my max! ;)
Mus'ad blinks in surprise as Farasha dashes over to where he stands and places her hand on his shoulder. He gasps in surprise as the healing energies sweep through him, removing all of his major wounds, minor scrapes, and fatigue. He turns his head and grins at the cleric.
"My most sincere appreciation Holy warrior! I feel like I could take on these creatures all by myself now!" HE laughs.
He won't, of course, but he feels great! :)

DM Mothman |

Al ducks down behind the bench and, after yanking out the small arrow, consumes a potion of healing, the warm potion partially healing his wound.
Seeing that Mus’ad seems to be in osme distress, and is still moving like he is in pain after the last battle, Farasha moves across and lays hands on him. I have Farasha in E6.
After giving thanks to the cleric, Mus’ad takes careful aim with his crossbow at the grouped pugwampis … unluckily the trigger jams, drawing his aim off, and when the bolt does release it flies far too low to threaten any of the gremlins. Bashad’s aim is likewise far off.

DM Mothman |

Is there a Pug I can target with my crossbow? On the nest or rafters? I presume that the ones right above me I can't see. If there is, I'll take my shot, then start following Sefu up to the loft. (Allowing any others who are going to climb up this turn to go first!)
You can see the ones on the rafters from your position. No other obvious ways up other than the ladder. You can climb partway up the ladder to stand just below Sefu, in E2 this round. Zephyr can probably fly up?

Mus'ad Nadeem |

Mus'ad will take a shot, and cross his fingers. Then he will move to the ladder and begin climbing with his move action. Zephyr will be flying, but only far enough ahead (5'?) to peek over the top and warn MUs'ad of what he going to run into BEFORE he sticks his head into a hornets nest!
Mus'ad sighs, a brief, fervent prayer to the gods of luck for which he is named, and lets his bolt fly towards the nearest Pug on the rafters.
Two Crossbow rolls:
1d20 + 2 ⇒ (16) + 2 = 181d8 ⇒ 11d20 + 2 ⇒ (17) + 2 = 191d8 ⇒ 7
MUs'ad takes a quick inhale in excitement as it seems that his bolt arcs where he actually aimed it, possibly unaffected by the Pug's unluck magics,...

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Nasir still to act this round.
Sorry, trying to move to new apt in middle of work week
Nasir attempts to counter the vile little beasts effect, providing a boost to her allies. An eeirie music fills te air as the nubile dancer hurls her body into a frenzy of scintillatingmovements designed to inspire, callings to the blood and sending a rush of heat with it.
Initiating bardic music to Inspire Courage

DM Mothman |

Mus’ad has already shot his crossbow this round, you can move partway up the ladder. You can keep those rolls for next round if you like, but you’ll need to vary your action – it will take a move action to complete your climb up the ladder, and you’ll need another move action to re-load your crossbow if you want to fire it. Sorry for any confusion.
After being healed by Farasha, Mus’ad moves over to the ladder and climbs partway up, behind Sefu. Zephyr, meanwhile, flits up to the broken edge of the choair-loft, looking for danger. There is a group of pugwampis up here, shooting down … and they appear to have just noticed Sefu emerging from the top of the ladder…
Nasir meanwhile begins dancing, inspiring all her allies with her graceful moves and the magical music it creates.

DM Mothman |

The pugwampis up on the rafters return fire, all four shooting at Nasir, who presents the easiest target, exposed in her dancing with no cover. Two of the tiny arrows score glancing hits on the gyrating dancer for a total of 2 points of damage, and the gremlins cheer and jeer.
The pugwampis in the choir loft react to Sefu climbing the ladder, and Zephyr flying up to their level, scrambling for better position or firing their bows, yipping and yapping to one another.
The pugwampis in J3 moves to H3 and fires at Sefu – and misses, the bow string tangling. The pugwampis at K3 moves to J3 and fires at Zephyr (I have the gen hovering in D4 at this level) but also misses. The gremlin at L3 runs over to a plank propped against the choir bench, runs up it, across another plank to the next bench, then skitters partway up a plank propped on the back of that bench, leading up to the rafters (moves to L2 at high level). The remaining pugwampis climbs up onto the bench behind it, to stand at N3.
Round 2, party’s turn.

Mus'ad Nadeem |

Oops, sorry, forgot that I already posted my shots for this round! Got ahead of myself there. Yes, I'll start climbing up the ladder. AFter Sefu (And anyone else who wanted to start climbing this round, I'll follow) And I meant that Zephyr would 'peek' up this round, using his tiny size and the edge for cover. But since he's brave to the point of foolishness, This is funnier! :)
Mus'ad lets his crossbow dangle from it's carry strap as he moves to the ladder and hastens up it as fast as he can. Zephyr floats past both Mus'ad and Sefu till he is level with the remains of the choir loft. There, tiny arms crossed and a look of disdain upon his minuscule features, he floats staring at the Pugwampis'.
"Surrender!" The tiny man cries in what would undoubtedly be a thundering Bass,... if he were 6' tall. But sounds like a mouse on Bulls Strength now.
"Surrender!" He repeats loudly, "Or my master shall blast you to oblivion! Throw yourself upon his mercy, and perhaps he shall grant you leave to return to the rocks which you crawled out from under!" The tiny blue man cries, gesturing imperiously.
After an exchange of confused glances, the reply is a volley of small arrows, which Zephyr manages to dodge adroitly.
"Zephyr!" Mus'ad cries in panic as the shafts fly. Seeing the blue figure is uninjured, and unimpressed with the PUgwampis' aim, he sighs in relief.
"Zephyr! Remember! Use cover! They aren't smart enough to fear you!" Mus'ad hisses from his own precarious perch.
Zephyr looks dismayed, but bows his head. "Oh, yes, of course. Forgive me master. I had forgotten that the lesser races have not yet learned respect for Gen-kind. Would you do me the honor of explaining it to them?,... PAinfully?" The little man humbly requests.
"Of course Zephyr, it would be my honor." Mus'ad replies.
"In Just a moment, I'm working on it." He adds softer, starting to climb once more,...
CLimb teh rest of the way up, (hopefully 'safely' behind Sefu) and blast any pugs within 15' with my Color Spray! (15' cone) If there are none within that range, I will reload my crossbow, unless threatened, of course.

DM Mothman |

Al will attempt to sneak forward to a new point of cover, and surprise attack the little creatures. stealth d20 +12 Does that count as 1 move and i can still fire this round?
It’s going to be difficult to set up a ranged sneak attack here; remember, you need to be within 30 feet to make a ranged sneak attack, these guys are up on the rafters, 20 feet up. You’d need to get almost underneath them to be within 30 feet, but that makes hiding difficult, as they can look down on you from above. Although the lighting in here is gloomy, it is not quite enough to be “shadowy”, thus allowing concealment, except in a few odd nooks and corners.
Also, remember that if you make any d20 roll here, you need to roll twice and take the worse result.
DM Mothman |

Sefu, the nearest one is in H3, so I’ll have you charge that one – you can’t easily get to the one in J3 with a charge. Also, I think you may have missed the bonus for Bardic Music – though unfortunately its not quite enough to help you.
Sefu the hunting cap leaps forward at the nearest pugwampi – but, oh, worst of luck, his fore-paw slips on a piece of loose debris and he lands awkwardly, his foe remains unharmed.
At Zephyr’s ‘request’, Mus’ad also gains the balcony, and moves in beside Sefu, seeing a position where he might just reach two of the jackal-rats with his spell. Fanning his hands and intoning the traditional syllables, the sha’ir unleashes a blast of clashing colours that overwhelms the nearest two pugwampis, including the one that Sefu was attempting to attack. That gremlin is knocked down, stunned and unconscious, but the other manages to shield its eyes at the last moment, and in unaffected (though annoyed if its high pitched yapping is anything to go by).
I put Sefu in G3 and Mus’ad in G2 (upper level). The pug in H3 is unconscious (and stunned, and blinded), the one in J3 saved.

DM Mothman |

Al’s aim is virtually spot on, and his sling stone clips one of the pugwampis on the rafters in the head. The little monster cries out, dropping its tiny bow (which smashes on the ground below) and falls itself – just barely managing to cling on to the rafter before it follows its weapon, blood matting the mangy fur on its head.

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Seeing the benefit to her companions Nasir drinks a potion of Mage armor, provideing her with some much needed protection as she remains in the open, drawing the fire of the little beasts.
Double move action to retrieve and consume potion, dance effect carries on for 3 rounds after she stops so effect continues.She makes no attampt to find cover.

Mus'ad Nadeem |

When the next round begins, Mus'ad's move action (unless he directly threatened!) will be to reload his crossbow, then fire it at the nearest Pug.
Mus'ad pulls out bolt and picks up his crossbow from where it hangs by his side on it;s carry-strap.
"Keep an eye out Zephyr!" He mutters nervously as he hastens to fumble the bolt into place. After what seems like forever he has the crossbow loaded and wound, and raises it to his shoulder.
"I'll cover you Sefu, as best I can,..." He adds wryly to the hunter as he scans for a likely target.