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[LPF] The Curse of the Brown Auroch

omnitricks

First Post
Paskell holds his hand up indicating that he didn't want the torch at the moment and listened around in case their brief scuffle with the swarm has alerted anything else that may be on the floor with them.
[sblock=OOC]A bit busy so this was a little rushed.
Perception: 1d20+7=21[/sblock]
 

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Grayn

First Post
[sblock=OOC]Yeah, you guys are posting a lot of single actions in your posts. I'm trying to keep track by counting your actions, assuming your doing these different actions in a single round. By my count, Paskell needs to make a move and round two will be done.

The spiders were a mis-type. There are just bats in the doorway and room....well, at least that's what you see at the moment. ;)[/sblock]
 

Grayn

First Post
Paskell stands still looking at the bats on the floor. He can only see some of the dark room from his position. It looks like many items litter the floor, possibly knocked off by the swarm. Other than the occasional weak squeak and flutter of a wing, there is no more sound he can hear from the rest of the floor.

[sblock=Stats]
Paskell posted while I was writing. So, ROUND 3!

Gold still has a turn.
Initiative Order:
Bats
12 Privinia/Mazi - 19/20 - AC 12 (16)
12 Paskell - 20/20 - AC 19
10 Samad - 18/23 - AC 17
8 Lightfeather - 30/30 - AC 17
[/sblock]
 

perrinmiller

Adventurer
Pirvinia von Lichenstein, Human Female

Sorc6_zps9224c704.jpg


Pirvinia directs the dancing lights into to the room to light it up. Stepping closer she burns some of the downed bats.

While the others are using the torches to fry the unconscious critters, "Maybe you can see the rest of that room while you are burning the bats. If no one is actually in there to be rescued, we can shut the door again. But PLEASE burn this bats before they wake up!"

She offers a torch to anyone that will take it.

[sblock=OOC]Sorry, I was wiped out from the weekend and did not post yesterday.

Redirect Dancing Lights into the center of the room. I think cantrip was still cast before the door was opened.
5ft step closer, Burn the bats with torch, Offer it to someone else[/sblock][sblock=Mini-stats]Privinia von Lichenstein
Initiative:
+8, Perception: +4 (6 with Mazi)
AC: 16 (12 w/out Mage Armor) (Touch 12, Flat-footed 10)
HP:
20 Current: 19
CMD:
11, Fort: +3, Ref: +3, Will: +4 (Add +1 to Saves with Resistance)
Conditions in Effect:
Eschew Materials, PBS, Precise Shot

Weapon in Hand:
Wand MM & Torches
Spells Remaining:
1st Level: 5/6

Mazi
Initiative:
+2 Senses: low-light vision; Perception: +11
AC:
18 (Touch 16, flat-footed 16)
HP:
10 Current: 10
Fort: +0, Ref: +4, Will: +5
Conditions in effect:
Improved Evasion, Empathic Link
Weapon in Hand:
Bite [Att: +7, dmg: 1d2-5(1 non-lethal)][/sblock]
 

Grayn

First Post
[sblock=OOC]If you use a torch on the bats, treat it as an improvised weapon (with 1d3 damage) with fire damage (+1 damage). Also, your lanterns can only go to your adjacent squares (5 feet).[/sblock]
 

perrinmiller

Adventurer
[sblock=OOC]
If you use a torch on the bats, treat it as an improvised weapon (with 1d3 damage) with fire damage (+1 damage). Also, your lanterns can only go to your adjacent squares (5 feet).
Figured the fire damage is the only thing that applies, the bludgeoning of the torch does not. But 3 fire damage a round should take them out without me spending the cost of Alchemical Fire unnecessarily.

Why the lanterns only 5 feet away? The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.[/sblock]
 

Grayn

First Post
[sblock=ooc]
[sblock=OOC]Figured the fire damage is the only thing that applies, the bludgeoning of the torch does not. But 3 fire damage a round should take them out without me spending the cost of Alchemical Fire unnecessarily.

Why the lanterns only 5 feet away? The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.[/sblock]

Okay, mistaken Lights for Lantern...too different spells.

Bludgeoning would apply, if you decide to hit the bats with the torch.[/sblock]

Lights dance around Privinia's head and then fly through the open door and into the room on her command. A few of the bats on the floor singe and smoke as she passes the torch over their bodies.

Inside the room appears to be a person lying face down on the floor.
 


Grayn

First Post
Lightfeather steps through the carpet of twitching bats and into the room. Shadows dance along the walls from the magical lights. It takes little knowledge of the healing arts for Lightfeather to see that body has been drained of blood.

[sblock=Stats]
ROUND 3

Gold still has a turn.
Initiative Order:
Bats
12 Privinia/Mazi - 19/20 - AC 12 (16)
12 Paskell - 20/20 - AC 19
10 Samad - 18/23 - AC 17
8 Lightfeather - 30/30 - AC 17[/sblock]

[sblock=Map]Tavern 2nd Floor.png[/sblock]
 

omnitricks

First Post
Paskell moves in front of the doorway and prepares himself in case anything happens to jump out on his companion during her examination of the body
[sblock=OOC]Moving to F7, ready to throw dagger.[/sblock]
 

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