Weezilwizard |
Izyk: You are standing at the entrance to the western hallway. Your eidolons notice little more than faint moonlight being shone in through the windowed hallway. The threshold into the hallway is completely unbarred, the double oak doors hang open. You hear the distant flapping of wings as the tickwing disappears into the darkened end of the hall. Just behind the left door, a bronze marquee stands. An inscription on its face reads: AVIARY EXHIBIT
Victor: You snatch a talon from the quasit, after checking twice to make sure the creature is entirely dead. Turning to the door, you pull down on the door-bar, causing both doors to swing open inwardly. The doors open very smoothly and quietly. You notice the marble floor here is covered by a rich violet rug. Peering inside, your eyes discern only darkness. It is eerily similar to staring into an inkwell: only cold unmoving blackness greets your vision. In this exhibit there are no windows, and you recall Dirlish's words about this exhibit being a display of rare deep sea creatures. No doubt the displays within were designed to mimic the utterly black void of the deep seas. You may need Damion's lantern to continue safely.
I think derrick is still having internet issues. Does anyone else have a light source?
Elessar Seabreeze |
"Damion, stay here and guard the initiates."
I will follow behind the young lad, bullseye lantern leading the way.
"Can't let you wander off alone there friend. Seems no one wants to see the Aviary, though I would rather see the deep seas exhibit."
"You know that something had to have let this bird out of its exhibit right?"
Izyk Darkwood |
"Yes, it would appear that way, Elessar. We're only at the entrance, however, so if the rest are more interested in the new exhibit, we should keep our strength in numbers."
*Before going to join Roderick and Victor, I will shut the doors leading to the aviary, lest some other freed creatures fly through to pester Damion.*
Weezilwizard |
Bolstered by Roderick's non burning flame and the presence of his hand cannon Victor enters the room boldly looking around to see what sort of deep sea menace has been dredged to the surface for the amusement of nobles....
The inky blackness is illuminated somewhat by Roderick's torch. Approaching the nearest wall, you find that it is constructed of some kind of transparent material, possibly enchanted glass. The walls here are open windows into the deep sea habitat, and as you observe the wonders within, you can't help but feel somewhat detached from the surface world. The first wall to your left displays a squirming mass of writhing tentacle-like objects clustered around a slimy petrous rock. The tentacles writhe and twist, reaching towards the glow of the torch. A cloud of tiny glowing creatures briefly hovers around the tentacles before darting into the darkness again.
"Damion, stay here and guard the initiates."
I will follow behind the young lad, bullseye lantern leading the way.
"Can't let you wander off alone there friend. Seems no one wants to see the Aviary, though I would rather see the deep seas exhibit."
perception:
Keeping a look out for more demons during the trek to the Aviary exhibit. 1d20 + 8 ⇒ (8) + 8 = 16
"You know that something had to have let this bird out of its exhibit right?"
Elessar Seabreeze |
Before Izyk closes the door, I will stop him.
"Theres someone in the floor near the end of this hallway. Izyk, get the others quickly."
I'll begin walking down the hallway cautiously preparing to help the thought injured individual, while giving the others time to catch up.
Izyk Darkwood |
*With urgency in my voice*
"Roderick, Victor...Elessar has found another victim...they're in the hall leading to the aviary. We should make haste, lest the demon springs on him while he is alone!"
*I will not wait for the others to join me, my eidolons and I will return to Elessar.*
Snarl: 1d20 + 4 ⇒ (13) + 4 = 17
Sludge: 1d20 + 4 ⇒ (18) + 4 = 22
Weezilwizard |
It's a minor detail, but both my eidolons have darkvision, Dave. Why didn't they notice the prone form earlier? They rolled better than Elessar's subsequent roll...
Darkvision trumps low-light vision in nearly any situation, but because moonlight is the only source of illumination, low-light vision is paying off in this particular case. Normal darkvision extends to 60 feet, and elessar is noticing the prone form at the far end of the hallway. The faint moonlight coming in through the windowed hallway gives 15 feet of normal light and 15 feet of dim light beyond that. The body is 40 feet away from the window, so under normal circumstances only a character with low-light vision would notice it without being closer.
The party continues down the western hallway.
The silence here is almost oppressive. Continuing down the corridor, you keep your senses focused on the possibility of lurking demons or other hazards. Following the elven physician, you are led to a prone humanoid form. A small pool of blood spreads from the collapsed man, who is lying face-down with arms outstretched on the ground. The form is motionless, and is clothed in studded leather armor.
you can make perception or heal checks to glean more information from the body.
Weezilwizard |
I will retrieve equipment from my healer's kit and begin performing a quick autopsy on the corpse.
"Let us see what ended the poor man's life shall we?"
** spoiler omitted **
Elessar Seabreeze |
After finding the feathers I will inspect them to try and come up with what type of creature left them behind. Handing the other to Izyk.
"Any ideas on what left these behind Izyk?"
Perception 1d20 + 8 ⇒ (1) + 8 = 9 To survey the surroundings for any other clues left by the feathered creature.
Knowledge 1d20 + 8 ⇒ (18) + 8 = 26 To identify it as a typical feathered creature.
Knowledge 1d20 + 8 ⇒ (17) + 8 = 25 Incase the creature is magical or something more exotic.
Weezilwizard |
With the combined results of your knowledge nature checks...
You are all able to identify the feathers as belonging to a common songbird. With this information, it stands to reason that this man was somehow overtaken by birds.
Shifting your focus to the end of the hallway, you are welcomed once again by a cacophony of warbling squawks and troubled screeches, echoing from the aviary's vaulted enclosure.
You wonder if the other seven adventurers stationed in the west wing have fared as poorly as their fallen comrade...
Elessar Seabreeze |
I will move to the end of the hallway and peak into the room ahead.
Knowledge Arcana: 1d20 + 8 ⇒ (15) + 8 = 23 If any of the calls are from deadly magical beasts.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19 To look in the room.
"Better pray Morpheo doesn't have a Roc loose in here."
Weezilwizard |
I will move to the end of the hallway and peak into the room ahead.
** spoiler omitted **
"Better pray Morpheo doesn't have a Roc loose in here."
Peaking into the aviary, you see a flurry of motion as birds rattle against their cages, beating wings and raising a hell of a noise. Many dead birds litter the bottom of the cages, covered in wounds or simply dead from over-exertion.
Cages of all shapes and sizes fill the aviary, and the entire aviary stretches upwards into 4 upper tiers, tied together by a gilded brass stairwell that spirals upwards elegantly. The cages have all been designed to accommodate a variety of species. The upper tiers will need to be explored firsthand before you can gather much information there, but the first floor looks like it is full of songbirds of various breeds.
You notice nothing supernatural about the birds or their calls.
Another form is squatting against the open doors, tears of blood dried on his face and empty eye sockets staring vacantly at you.
You can't immediately notice the other guardsmen, but you hold little hope that they have met an end any more favorable than their companions.
Weezilwizard |
With weapons drawn, and torches outheld, the party slowly proceeds into the aviary. Shadows are pushed back by the glow of torch and lantern. Cages, full of blurred movement and panicked screeches, emerge from the darkness.
From the hazy darkness, you hear a chorus of snorts and gurgles. The profane sounds instantly hushen the cries of every songbird on the first tier. All motion becomes still, and as feathers drift to the bottom of cages, two small, squat figures approach from the stairwell. They are dripping in gore, and their disfigured countenance, wattled skin, and aura of buzzing flies clearly identifies them as demons of some sort.
DC 20 reveals that they are immune to electricity and poison, and resist all energies but sonic. they are also vulnerable to cold iron or good weapons.
Additional spoilers if anyone rolls over 25...
The demons approach, gurgling and vomiting blood as they stagger forward. They wield crude cudgels and are unarmored. The demons begin their turn 25 feet from damion and victor. Other party members are at least 10 feet behind damion and victor, but no more than 100 feet behind them. I think everyone still has weapons drawn.
Here are the stats for the dretch, should make combat quicker if everybody can see the combat stats. I know you guys are pretty good about avoiding metagaming, so I think this will be a good way to run combat.
Roderick VonDiablos |
With weapons drawn, and torches outheld, the party slowly proceeds into the aviary. Shadows are pushed back by the glow of torch and lantern. Cages, full of blurred movement and panicked screeches, emerge from the darkness.
From the hazy darkness, you hear a chorus of snorts and gurgles. The profane sounds instantly hushen the cries of every songbird on the first tier. All motion becomes still, and as feathers drift to the bottom of cages, two small, squat figures approach from the stairwell. They are dripping in gore, and their disfigured countenance, wattled skin, and aura of buzzing flies clearly identifies them as demons of some sort.
** spoiler omitted **
The demons approach, gurgling and vomiting blood as they stagger forward. They wield crude cudgels and are unarmored. The demons begin their turn 25 feet from damion and victor. Other party members are at least 10 feet behind damion and victor, but no more than 100 feet behind them. I think everyone still has weapons drawn.
** spoiler omitted **
Here are the stats for the dretch, should make combat quicker if everybody can see the combat stats. I know you guys are pretty good about avoiding metagaming, so I think this will be a good way to run combat.
** spoiler omitted **
I guess the gunslinger is its own class now instead of a sub class fighter
Weezilwizard |
I guess the gunslinger is its own class now instead of a sub class fighter
did anything significant change?
Round One, dretches have initiative
The squat demons raise their cudgels and charge headlong towards the front line of the party.
Swing-and-a-miss, dretches are now adjacent to victor and damion, and they have -2 AC this round for charging.
Izyk Darkwood |
*It seems there are more demons afoot in this room, and the sight of them is even more sickening than the last. Once more, I try to dredge up any inkling into the type of monsters attacking. While they attempt to assault Victor and Damion, I feel the eagerness of Snarl and Sludge to get into the fray.*
If necessary, I will recast Magic Fang on Snarl. Following that, Snarl will charge and pounce the demon attacking Damion, while Sludge will move up to flank with Victor. Snarl has 10 ft. reach, so he will move around the demon without provoking an attack of opportunity. Sludge's attacks are considered magical.
Rolls:
Snarl:
Attacks (Bite and Gore): 1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (20) + 4 = 24
Damage if successful: 1d8 + 3 ⇒ (4) + 3 = 71d6 + 2 ⇒ (6) + 2 = 8
Sludge:
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage if successful: 1d8 + 3 ⇒ (4) + 3 = 7
Elessar Seabreeze |
After Snarl, skewers the demon that charged Damion effectively ending it. It is at 0 hp. I will turn my attention towards the slightly wounded one firing my crossbow.
Knowledge Arcana 1d20 + 8 ⇒ (1) + 8 = 9
Attack 1d20 ⇒ 3 vs. 12 AC
If successful Damage 1d8 + 1 ⇒ (5) + 1 = 6
"What are these horrid things?!?"
Roderick VonDiablos |
did anything significant change?
Just playtest 2 stuff I already fixed, won't know anymore changes till next month when the book hits
Take a shot at the one still standing (and at 1+hp)
Stewart Perkins |
After deflecting the demon's attack with my shield I drop into a more defensive stance and attempt to finish the beast off.
** spoiler omitted **
1d20 + 2
For simplicity sake, if you hadn't picked it up from everyone else yet. Try to roll damage with the attack so it can be adjusted and accounted if you hit. Keeps the game moving. If you don't know how, it's simply add ; between the dice such as 1d20+2;1d8+4.
The example then does this:
Attack 1d20 + 2 ⇒ (2) + 2 = 41d8 + 4 ⇒ (3) + 4 = 7 damage if it hits.
*EDIT*Roll Damage and Finish IT!!!
Weezilwizard |
I could be wrong, but I think you guys all did EXACTLY enough damage to drop them each to 0 hit points.
With a flurry of attacks, the demons are flayed, battered, shot, stabbed, and eviscerated. With their last bloodthirsty breaths, the demons swing their cudgels with reckless abandon.
rolling to confirm critical hit: 1d20 + 4 ⇒ (14) + 4 = 18 1d6 + 1 ⇒ (4) + 1 = 5 extra damage if successful.
After attacking, the demons fall to the ground, oozing blood from a brutal variety of wounds. They are down and bleeding at -1, you can coup de grace as a full-round action at your discretion.
Izyk Darkwood |
*Snarl and Sludge surprise even me by clamping their powerful jaws on the throats of the demons, ending them utterly. With my recollection of these beasts from lectures, I know there will have to be more*
"Gentlemen, well done. However, we will probably be facing more of these monstrosities. They like to travel in groups...."
Snarl: 1d20 + 4 ⇒ (10) + 4 = 14
Sludge: 1d20 + 4 ⇒ (18) + 4 = 22