The Adventurer's Guild


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As soon as Brocc breaks the silence, a flurry of motion is heard from the roof of the cave. Two large black bats descend from hidden nooks in the ceiling and flutter about the cave. The first bat flies straight to Brocc and lashes at him with his tail before flying back to the central column, passing right by Nicodemus.
GM: Jonathan, you get an opportunity attack!


The 2nd bat makes a similar attack against Sledge, also retreating to the cover of the central column.

[sblock=Rolls]Flyby attack vs. Brocc (1d20+10=20, 1d6+4=9) Hit for 9 damage (Brocc)
Flyby attack vs. Sledge (1d20+10=25, 1d6+4=8) Hit for 8 damage (Sledge)[/sblock][sblock=Map]
cave3d.png


Legend:
1 - Piles of animal bones (counts as difficult terrain)
2 - Deep water (DC 10 Athletics check to swim)
3 - Pool of water (difficult terrain)
4 - Large stalagmite pillar (provides cover)[/sblock][sblock=Cover]Due to the torches only providing a small amount of light (3 squares in any direction), and the cover provided by the central column, here's what each character can see:

Nicodemus - you can see Bat 1, but he is beyond the range of the light from the torch (he's in dim light), so a -2 penalty to ranged attacks unless you move closer. You can't see Bat 2.

Sledge - You have low light vision, so can easily see Bat 2. Bat 1 has superior cover from the pillar, so a -5 to ranged attacks.

Mallick - You can't see either bat from your location.

Brocc - You can see Bat 1, but he does have cover from the pillar, so a -2 to ranged attacks. You can't see bat 2.[/sblock][sblock=Enemies]Bats:
AC = 19
Fort = 16
Ref = 19
Will = 15

The bats do not provoke opportunity attacks when moving away from the target of the flyby attacks.

Bat 1 (undamaged)
Bat 2 (undamaged)[/sblock][sblock=Status]Brocc 29/38 hp, used Mental Trauma
Mallick 35/47 hp
Nicodemus 46/55 hp
Sledge 49/61 hp, used Bedeviling Assault[/sblock]
 


I walk through the water to the center column and yell at the bat 1, "That's right...you like that didn't you! Come on back for more! Let's light it up!" and my sword bursts into flame.

[sblock]
Free action: Flaming Longsword. Fire damage.
Move: F9
Minor: Divine Challenge Bat 1
Standard: Ready Action (Fearsome Smite if bat comes within range of my sword)

I don't know if I can do the ready action thing. Never really know how that works. If not, I don't take a Standard here.[/sblock]
 

I don't know if I can do the ready action thing. Never really know how that works. If not, I don't take a Standard here.
GM: You did it exactly right. As a Standard action, you can choose any of your normal actions (Move, Minor, Standard) and deem it a "Readied Action". You determine the target, the trigger, and which attack you plan to use. The only down side to this is that if the trigger doesn't occur, you don't get to do that action.
 

Sledge switches to his throwing hammer and tosses it at Bat 2

[sblock=action] move: E3
minor: switch weapons
standard: attack bat2 with throwing hammer
[/sblock]
 

[sblock=Brocc's Actions]
Move to G3
Standard Dishearten, burst @ C7 vs will
(+5) psychic
damage, and the target takes a –2 penalty to
attack rolls until the end of your next tur

[/sblock]

OOC:
I wasn't sure if cover modifiers changed because I moved or not, they need to be added.
 
Last edited:


Bat #1 Retaliates against Nicodemus and causes a slight amount of damage, but the paladin was ready and strikes at him as well.
GM: Jonathan, roll your readied attack!
Bat # 2 lashes out at the dwarf, connecting soundly, but only barely scratching Sledge.

Both bats retreat to corners of the cavern, hoping to avoid further ranged attacks.

During the commotion, a swarm of giant rats emerges from a previously-hidden opening in the wall, just under the water level next to Nicodemus. (H10) Three of them make it to the other side of the cavern to harass Sledge, Mallick, and Brocc, while two remain in the water to bite at the paladin. Two huge dire rats come next, and also swarm around Nicodemus.

[sblock=Rolls]Flyby attacks (1d20+10=26, 1d6+4=7, 1d20+10=30, 1d6+4=5) Hit for 7 damage (Nic), Hit for 5 damage (Sledge)
Giant Rat bites (1d20+10=15, 1d20+10=20, 1d20+10=16, 1d20+10=14, 1d20+10=27)
Rat #2 hits Mallick for 4 damage, Rat # 5 hits Nicodemus for 4 damage
Dire Rat bites (1d20+9=19, 1d10+6=15, 1d20+9=26, 1d10+6=11) Dire Rat #2 hits for 11 damage (Nicodemus)[/sblock][sblock=Map]
cave4.png


Legend:
1 - Piles of animal bones (counts as difficult terrain)
2 - Deep water (DC 10 Athletics check to swim)
3 - Pool of water (difficult terrain)
4 - Large stalagmite pillar (provides cover)[/sblock][sblock=Cover]Due to the torches only providing a small amount of light (3 squares in any direction), and the cover provided by the central column, here's what each character can see from their current position:

Nicodemus - You can see both bats, and all rats except Giant Rat #1.

Sledge - You can see Bat 2 and Giant Rats 1-4. You can't see any Dire Rats.

Mallick - You can see Bat 2, all Giant Rats, no Dire Rats.

Brocc - You can see everything except Dire Rat #2.[/sblock][sblock=Enemies]Bats:
AC = 19
Fort = 16
Ref = 19
Will = 15

The bats do not provoke opportunity attacks when moving away from the target of the flyby attacks.

Bat 1 - 9 damage taken (plus Nic's readied attack when he takes it)
Bat 2 - 22 damage taken

Giant Rats: (all undamaged)
AC = 19
Fort = 17
Ref = 19
Will = 16

Dire Rats: (all undamaged)
AC = 16
Fort = 16
Ref = 14
Will = 12[/sblock][sblock=Status]Brocc 29/38 hp, used Mental Trauma
Mallick 31/47 hp
Nicodemus 24/55 hp, Bloodied, bitten
Sledge 44/61 hp, used Bedeviling Assault[/sblock]
 

[sblock=Mallick's actions]

Minor -- draw scimitars
Minor -- Hunter's quarry on Giant Rat 1
Standard -- Dire Wolverine Strike (affects Giant Rat 1 and Giant Rat 2)

[/sblock]
 

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