| DM JZ |
"There's nothing down there that has anything to do with the spawn. Of course, you won't believe me, so suit yourself," gripes Rupman Myre.
The party files down tunnel with Jawn leading the way. It opens near the ceiling of the cavern. Forty feet down is the dark water.
DC 15 Climb check to scale the relatively rough (but still slippery) walls of the cavern.
| Jawn Swiftrun |
The ledge in the upper left hand corner of the map... Is it elevated high above the water? Can Jawn see anything from his water level vantage point that they couldn't see from above? Is there any use in trying to use stealth to swim quietly?
Perception 1d20 + 10 ⇒ (2) + 10 = 12
Stealth 1d20 + 17 ⇒ (16) + 17 = 33
Swim 1d20 + 4 ⇒ (8) + 4 = 12
| DM JZ |
Mijanor's dwarven darkvision allows him to see a low outcrop on the southern cavern wall. There, the a mushroom the size of a large tree grows. Tendrils slither out of the dozens of fissures in its pointed cap, snatching at the small nocturnal creatures inhabiting the water and cave wall. Beside the mushroom are the skeletal remains of a man. Among the bones is a sword.
| DM JZ |
The ledge in the upper left hand corner of the map... Is it elevated high above the water? Can Jawn see anything from his water level vantage point that they couldn't see from above? Is there any use in trying to use stealth to swim quietly?
You see only a hint of the upper left map. It is not elevated. You don't see anything new.
I'm asking the rules forum about your stealthy swimming question.
| DM JZ |
The light is too dim for Andrei's human eyes to aim ...
OOC:
In the interest of moving the game forward, let's assume that Cerinwë hits with his next shot. Jawn then easily swims over and retrieves the sword. There's nothing else on the skeleton of any worth or use. He notices the leather uniform of the Crows moldering on the skeleton.
Back up the tunnel and out of the basement, taking 20 with arcana reveals that the weapon is a +1 aberration-bane mithral longsword. Please decide among yourselves who best to use this.
| DM JZ |
Outside the church the rain still falls. The fresh night air is a relief. It is quite late at now and there is little activity on the streets. Rupman Myre breaks the silence.
"So you have a shiny new sword. What are you going to do now, put a hook in my mouth and wait for the spawn to show? If so then you're the biggest fools of all. There is nothing you can do to defeat it."
| Andrei Chernoslav |
Andrei accepted the sword with thanks to the poor soaked halfling. "Soon I must open a shop to sell all these swords, neh?" he joked, fixing the sheath of the sword to his back. He patted his scimitar regretfully. "Poor Rushenka knows that she may not protect us as well as this new blade might. But the other scimitar - ah, that might make a hook big enough for so big a mouth as our friend the worm here." He glared threateningly at Rupman. "Our survival is your survival, so you had best be silent unless what you say may be of help to us."
To the asylum?
| DM JZ |
The party makes it's way through empty streets. Light can be seen leaking from the shutters of most residences; tonight all those who live on the Hill have cause to fear the dark.
Looming on the edge of the eastern cliffs is large, windowless building of stone. This is Crove's Asylum, where the city's lunatics are deposited and never seen again. There are but two visible entrances: the front doors and a side door on the north side.
| DM JZ |
After an extended period of silence Jawn opens the door with the key from Keeper Hyve. A guard has been sitting opposite the entrance, and is none too happy to see the uninvited visitors. He brandishes a big, gore-stained club at Jawn.
Combat begins
Round 1 has started
Everyone please roll initiative and state actions.
Let me know if the map I've posted is large enough to see comfortably.
| Jawn Swiftrun |
Initiative 1d20 + 5 ⇒ (12) + 5 = 17
Jawn will step in, feint, and stab, trying to end this quickly and quietly.
Feint 1d20 + 11 ⇒ (17) + 11 = 28
To Hit 1d20 + 10 ⇒ (20) + 10 = 30
Damage 1d4 + 3 ⇒ (2) + 3 = 5
Sneak Attack damage if feint works 3d6 ⇒ (2, 3, 1) = 6
EDIT: Crit confirm 1d20 + 10 ⇒ (2) + 10 = 12
| DM JZ |
I think you roll another 1d4+3, and then we add that to the 11 damage you've already calculated.
From the PFSRD:
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
| Andrei Chernoslav |
Andrei followed his comrades into the fight, his new sword at the ready.
Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
attack: 1d20 + 10 ⇒ (9) + 10 = 19
possible damage: 1d8 + 6 ⇒ (5) + 6 = 11
I'll try to get out of the doorway with a 5'step asap, preferably heading down to block the doorways possible.
| DM JZ |
Everything seems to happen at once when Cerinwë casts his wand, Andrei ducks inside, and Jawn stabs. The prison guard doesn't even get a chance to make a sound before he falls on his knees clutching his torn guts and collapses dead.
Besides a club and studded leather armor, there is nothing of value or interest on the guard. This room is bare. There are three doors here, as can be seen on the combat map.
Cerinwë
|
"I trust the gore on this man's club indicates a tendency to sadism. It would be regrettable to have killed a faithful defender of the ill, duped by his master. Let us endeavor to take the next one alive?" It is difficult to know if the elf is expressing regret or merely philosophy.