Cousin Schmitty |
Schmitty specific perception check 1d20 + 6 ⇒ (15) + 6 = 21
Schmitty walks up to the captain and calmly says. don't look or you may spook it, but something I watching us from that pipe. indicating which pipe with his eyes
While talking to Kilroy Schmitty carefully pulls a dagger out in such a way that the caption can easily notice, but not the inhabitant of the pipe cannot notice.
sleight of hand 1d20 + 7 ⇒ (14) + 7 = 21
Cousin Schmitty |
Schmitty specific perception check 1d20 +6
Schmitty walks up to the captain and calmly says. don't look or you may spook it, but something I watching us from that pipe. indicating which pipe with his eyes
While talking to Kilroy Schmitty carefully pulls a dagger out in such a way that the caption can easily notice, but not the inhabitant of the pipe cannot notice.
sleight of hand 1d20 + 7
In other words I'm not threatening Kilroy, but I want something in my hand in case we're about to get attacked.
DM Darkthorne |
Schmitty: You can also do all of that in just one post! Look at the top right of your post for the "Edit" button! ;)
For all encounters, I will roll everyone’s initiative. In this case there will first be a surprise round in which only Schmitty and the rat may act. Everyone may perform free actions, but they are considered flat-footed.
Surprise Round:
@Schmitty: As you pass the pipe, you glance in and see the eyes. You are about to warn the captain when a huge, nasty rat springs from the shadowy pipe towards you, its scabby tail whipping and its needle-like teeth bared…
Surprise Round initiative:
Cousin Schmitty: 1d20 + 9 ⇒ (12) + 9 = 21
Dire Rat: 1d20 + 3 ⇒ (13) + 3 = 16
Dire Rat’s Attack: (Grapple) 1d20 - 1 ⇒ (19) - 1 = 18
This is against your CMD. Because you noticed the rat and it is attempting to grapple you, you may make an attack of opportunity. You may also act out a normal round, or make another attack because your initiative is higher. If the rat is not killed, please make a grapple check (1d20 + your CMB) for dominance of the grapple in round two. If you succeed, you may choose to break the grapple, move you and the rat, inflict damage, or attempt to pin the rat.
Initiative for everyone else:
Arvind: 1d20 + 2 ⇒ (10) + 2 = 12
Connor: 1d20 + 2 ⇒ (12) + 2 = 14
Daemon: 1d20 + 2 ⇒ (13) + 2 = 15
Kale: 1d20 + 3 ⇒ (5) + 3 = 8
Roger: 1d20 + 4 ⇒ (16) + 4 = 20
Voem: 1d20 + 2 ⇒ (18) + 2 = 20
Althos: 1d20 + 3 ⇒ (2) + 3 = 5
Captain Garth Killroy: 1d20 + 2 ⇒ (20) + 2 = 22
Porter: 1d20 + 1 ⇒ (16) + 1 = 17
Rene: 1d20 + 2 ⇒ (13) + 2 = 15
After Schmitty takes action, you may all act in order of initiative.
Cousin Schmitty |
Suprise round:
Schmitty attempts to stab the rat as it jumps for him
1d20 + 2 ⇒ (4) + 2 = 61d3 + 1 ⇒ (2) + 1 = 3
I'm assuming I don't get sneak attack damage. If I do than add Sneak 1d6 + 0 ⇒ (1) + 0 = 1
Starting combat round:
Schmitty makes a five foot step so that the he is flaking with the Captain.
1d20 + 1 ⇒ (11) + 1 = 121d3 + 1d6 + 1 ⇒ (3) + (3) + 1 = 7
I'm not sure if the captain is holding a weapon or not. I thought he was because we're in the sewer and he's prepared. If not just subtract three from the damage.
My AC is presently 16 (10 +3 Dex, +1 small size +2 Leather Armor)
CMD is 13 (10 +0 BAB,+1 Str, +3 Dex, -1 Small size)
Arvind "The Hammer" Grunwald |
Round 1
Arvind, sees the rat attack Smitty, but with plenty of help getting to him, "Where's there's one, there's another." he growls. He looks around expecting more to follow. He pays particular attention the pipe from which the last one emerged, yet his eyes and ears seem to be drawn to the fight going on in their midst.
Perception 1d20 - 1 ⇒ (3) - 1 = 2
Sorry I didn't post earlier, but only just read the discussion thread.
DM Darkthorne |
Please see the battlemap. Sorry this took a while. As soon as everyone posts, I will make a post saying what happened in that round.
Voem Cubskel |
Round 1
Finally gaining awareness of his surroundings, Voem draws his sword and bends his knees slightly before jumping behind Rogor
Acrobatics 1d20 + 2 ⇒ (8) + 2 = 10
Move to J8
Unable to make a swipe at the rat, Voem whistles in an attempt to calm Schmitty and the rat.
Perform 1d20 + 1 ⇒ (1) + 1 = 2
DM Darkthorne |
Surprise Round Summary:
Initiative:
Cousin Schmitty: (21) (Resolved)
Dire Rat: (16) (Resolved)
@ Schmitty: You see the rat and swing at it as it jumps, but miss. The rat pounces on you and you both fall to the ground.
The surprise round is resolved.
Round 1 Summary
@Schmitty: You try to slash at the rat, but your arm is knocked away by its bald, whipping tail.
The captain (F8) sees the rat pounce on Schmitty and he calls out, pointing to the scene on the other side of the bridge and drawing his shortsword. Watch out! Get that rat off him! Delay Turn.
@Voem: You jump across the small gap and land back on the pathway. You draw your sword and try to whistle, but are only able to produce a thin stream of air. Neither Schmitty nor the rat takes any notice.
@Roger: You see the rat on Schmitty and run up, kicking it in the ribs.
Porter (M6) sees the rat, but is blocked from helping because Althos stands in the way. He draws his axe and prepares to fight. Delay turn.
The Dire Rat digs its hind claws into a crack in the stone and rolls towards the edge of the walkway…
Grapple (Movement): 1d20 + 4 ⇒ (19) + 4 = 23
ATTN: Schmitty: The rat is rolling towards the hole in the floor. Please make a CMB grapple check with a +4 bonus.
@Daemon: You are able to navigate through the people and try to get a hold of some of the rat’s mangy fur, but it slips through your fingers. “Aid Another” is too vague. Please state the action you want to perform.
Rene (F9) drops his torch and motions with his hands towards the rat and Schmitty. Magus Iaculum! he says as a bolt of white light bursts from his tip of his index finger. It flies through the air, diving around everyone and striking the rat in the back.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Connor reacts, drawing his hunting knife as he moves in to help. Move to I7
@Arvind: You do not see any other rats at the moment.
Kale cannot see around the rest of the people on the bridge, and decides it is best to wait rather than cast a spell that might endanger the others in the way. Delay turn.
Althos (L6) is very surprised by the sudden appearance of the rat, and fumbles with his belt loop trying to get his mace out. He finally gets it out and swipes at the rat’s backside.
Heavy Mace: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Critical: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Initiative:
Arvind: (12) (Resolved)
Connor: (14) (Resolved)
Cousin Schmitty: (21) (Resolved)
Daemon: (15) (Resolved)
Kale: (8) (Resolved)
Roger: (20) (Resolved)
Voem: (20) (Resolved)
Althos: (5) (Resolved)
Captain Garth Killroy: (22) (Resolved)
Porter: (17) (Resolved)
Rene: (15) (Resolved)
Dire Rat: (16) (Resolved)
Round 2
Initiative:
Arvind: (12) (Unresolved)
Connor: (14) (Unresolved)
Cousin Schmitty: (21) (Unresolved)
Daemon: (15) (Unresolved)
Kale: (8) (Unresolved)
Roger: (20) (Unresolved)
Voem: (20) (Unresolved)
Althos: (5) (Unresolved)
Captain Garth Killroy: (22) (Unresolved)
Porter: (17) (Unresolved)
Rene: (15) (Unresolved)
Dire Rat: (16) (Unresolved)
Arvind "The Hammer" Grunwald |
Round 2
Arvind stays where he is, peering into the sewers, taking a position to defend the backs of his allies. In one hand a flail swings lazily, ready to battle any more vermin that appear, whilst on his other arm, a shield is ready to defend against their nasty teeth.
Ready action to move and engage with his flail any other vermin or threat that might appear.
DM Darkthorne |
Round 2.5
Initiative:
Arvind: (12) (Unresolved)?
Connor: (14) (Unresolved)
Cousin Schmitty: (21) (Resolved)
Daemon: (15) (Unresolved)?
Kale: (8) (Unresolved)
Roger: (20) (Unresolved)?
Voem: (20) (Unresolved)?
Althos: (5) (Unresolved)
Captain Garth Killroy: (22) (Unresolved)
Porter: (17) (Unresolved)
Rene: (15) (Unresolved)
Dire Rat: (16) (Resolved)
I will make an in-between post because it may affect your actions. If you would like to do something else in your turn, you may retcon.
@Scmitty: You try your best, but the rat is simply too crafty and before you can gain footing, you realize to your horror that you are falling with the rat over the edge of the walkway, down into the hole in the floor.
Please make a DC 15 Fly or Acrobatics check to turn in midair so that you are on top. If you fail you take 1d6 ⇒ 4 damage. Succeed, and you take no damage.
@All: You see the rat and Schmitty squirming and writhing, and then, before you can say “Rat Poison,” they are both falling into the darkness of the hole in the center of the tunnel intersection. You see Schmitty free his arm and sink his dagger deep into the chest of the rat as he falls. A second later, you hear a thud and a splash that you can only be glad you did not make yourself.
Please feel free to change your action if you feel it has become ineffective.
Cousin Schmitty |
Acrobatics to avoid falling damage 1d20 + 6 ⇒ (3) + 6 = 9
Schmitty tumbles through the air trying to shift his weight in time, but he over compensates and lands painfully on his shoulder in the dark
Falling damage 1d6 ⇒ 6
F#%*! Schmitty screams loudly from the bottom of the pit. Anyone at the top hears him easily. (dm approval)
fortitude to avoid being sickened 1d20 + 3 ⇒ (11) + 3 = 14
If anyone was still at the top if the pit the next sound they might hear would be violent wretching as the force of the fall combined with the horrid stench causes Schmittys breakfast to eject itself from his belly.
Cousin Schmitty |
Arvind goes over to the hole, looking down to Smitty he says, "Stay there, we'll be down in a minute I think, the captain is leading us down the stairs." He then hurries after the captain.
While laying in the filth at the bottom of the pit clutching his injured Arm Schmitty responds to Arvinds comment, though he's speaking to no one in particular.
Yes, I'll just lay here in the filth... Staring at this dead rat ...No rush .. Today is going well *sarcasm*
Schmitty groans quietly to himself.
Roger McCuen |
Roger stops suddenly from going down the stairs, turns around, and heads back over to the hole. "I completely forgot that I am a damn fine hand at jumping! Hold on, be down in a second!" With that, Roger leaps down the hole, doing his best to use his skills to cushion his fall and NOT land on the halfing!
Acrobatics Check to Fall - 1d20 + 9 ⇒ (4) + 9 = 13 vs DC 15 and I fail by 2.
Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details.
IE If this is only a 10 foot deep pit and I beat the DC I take no damage and land on my feet.
DM Darkthorne |
Round 2 Summary
Initiative:
Arvind: (12) (Resolved)
Connor: (14) (Resolved)
Cousin Schmitty: (21) (Resolved)
Daemon: (15) (Resolved)
Kale: (8) (Resolved)
Roger: (20) (Resolved)
Voem: (20)(Resolved)
Althos: (5) (Resolved)
Captain Garth Killroy: (22) (Resolved)
Porter: (17) (Resolved)
Rene: (15) (Resolved)
Dire Rat: (16) (Resolved)
@Roger: You jump down to rescue Schmitty, but the floor under the sewage is slick, and your feet slip out from under you as soon as they meet the ground. You, too, fall prone in the disgusting sludge. You take 1d6 ⇒ 3 damage. Please make a DC 15 Fortitude or be sickened the next two rounds.
@Schmitty: You lie in the sewage next to the dead rat for a moment before Roger joins you, falling into the slop as well.
@Schmitty and Roger: To your relief, you see a light appear shortly and the Captain comes out of a doorway on one of the walkways, followed by the rest of the party.
The captain comes down the stairs quickly, poking his head out and peering to both sides before stepping out. You two! Get up and get outta there, I’d say quick! He beckons for the rest of you to follow, and looks around warily.
Everyone Else: You come out at the bottom of the stairs into an area much like the one you just came from, except there is a hole in the ceiling and none in the floor. Schmitty and Roger lie in the center, surrounded by curtains of chunky, greenish, liquid that fall from the hole in the ceiling. There are four passageways here as well, but they head off diagonally in relation to the tunnels upstairs.
Arvind "The Hammer" Grunwald |
Arvind readies his shield and takes a defensive stance with his sword, peering into the blackness, his eyes adjusting to the dark. "Them sounds can't be too close, cos I don't see no movements, but I'd get over here quick like what Connor says" says the half-orc, preparing himself for more trouble, as his eyes look out seeking the heat signatures of any creatures coming his way.
Perception 1d20 - 1 ⇒ (19) - 1 = 18
Roger McCuen |
Fort Save - 1d20 + 4 ⇒ (18) + 4 = 22, Current HP 3/10
Roger stands, a bit shaky. "Blasted sewer goo!" He then turns green briefly, but manages to hold it back this time. Roger then realizes that his ankle is swollen pretty badly, and he limps a bit but manages to keep up the pace to get back to the ground.
Cousin Schmitty |
Keeping a close eye on the other side of the area, Connor puts away his crossbow and extends a hand to Roger and Schmitty, who look hurt and in need of help.
Schmitty accepts the help gratefully. His small frame easily being lifted to it's feet with Connors assistance.
Daemon Son-of-none |
"You both look pretty bad. Come here and I will see what I can do about it."
I reach out and touch each one in turn. "curatio" white light glows down my arm allowing spectators to see the bones in my arm and hand through my skin and discharges from my hand into Roger and then Schmitty. Flowing into them and coalescing around their injuries, setting bones and causing swelling to instantly go down. After the spectacle I seem a little more tired then I was a second ago.
Heal Roger 1d8 + 1 ⇒ (7) + 1 = 8
Heal Schmitty 1d8 + 1 ⇒ (8) + 1 = 9
Cousin Schmitty |
"You both look pretty bad. Come here and I will see what I can do about it."
I reach out and touch each one in turn. "curatio" white light glows down my arm allowing spectators to see the bones in my arm and hand through my skin and discharges from my hand into Roger and then Schmitty. Flowing into them and coalescing around their injuries, setting bones and causing swelling to instantly go down. After the spectacle I seem a little more tired then I was a second ago.
Heal Roger 1d8+1
Heal Schmitty 1d8+1
As the white light fades Schmittys wounds visibly fade though he is still covered in foul liquid. His appearance looks very comparable to a wet rat.
That was more than a little embarrassing. Thanks for fixing me up Daemon.