The Adventurer's Guild


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OOC: Wouldn't prone make me more vulnerable? My goal is concealment for better defense or to be out of sight.
OOC: Yeah, Prone is is probably not the right thing. I looked it up and I think "Total Defense" is the best fit. It's basically a +2 to all defenses as a Standard action.

Why don't you roll a Nature check to see if you think hiding in the water will work against the bats? While you are floating there in the water, you can be considering your strategy...
 


While floating in the water, I ponder whether bats prefer seafood.
GM: These bats will probably leave you alone while you are mostly submerged, unless you were the last one standing. Even though they don't like the water, this is their home, and will continue to attack you, but only if there are no other targets still alive.

You also realize that the rats must have come from a hole in the wall, underneath the water. They probably stay out of the main cavern to keep the bats from eating them, but likely come out while the bats are hunting to feast on the remains of the bat's previous dinners.
 


Sledge trys to finish off the Rat

OOC:
Thankfully I will be able post this week

Again I accidetally rolled twice
 
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[sblock=actions]
standard Dishearten @ E3


Hit: 1d6 + Intelligence modifier (+5) psychic
damage, and the target takes a –2 penalty to
attack rolls until the end of your next turn
[/sblock]
 

As Nicodemus steps into the deep water, his torch fizzles out. The only light in the cavern is now coming from the single torch that Mallick is carrying.

The bats, attempting to not only avoid the gnome that has been hurting them, but also teaming up to try and take down one of the "bigger" intruders, both flock to Mallick and lash at him with their tails. They completely ignore the floating Paladin while retreating to a dark area outside of the torch's light and behind the column.
GM: Mark, you were standing at F9, but you did a Twin Strike on the Rat at E11. You would have had to move closer to do so, so I put you at E10.

Jonathan, since you are up to your neck in the deep water, and the bats are attacking from above, you don't get an opportunity attack against them when they fly over you.
[sblock=Rolls]Bats vs. Mallick (1d20+10=21, 1d6+4=5, 1d20+10=28, 1d6+4=7) Both bats hit Mallick for 5+7 damage[/sblock][sblock=Map]
cave7.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)

The base of the stalagmite pillar can be climbed on, but it is slippery and requires a DC 12 Athletics check to either climb up or move across it. (You only have to make one check per move action, though.) If you slip, you end up prone in the water.[/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't see the bats.

Sledge - You can't see the bats.

Mallick - You can't see the bats.

Brocc - You can see both of the bats.[/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 - 19 damage taken
Bat 2 - 40 damage taken, Bloodied

[/sblock][sblock=Status]Brocc 19/38 hp, Bloodied, used Distract, Mental Trauma, Majestic Word
Mallick 14/47 hp, Bloodied, used Dire Wolverine Strike
Nicodemus 13/55 hp, Bloodied, Bitten, used all Encounter powers and Second Wind, submerged in the water
Sledge 43/61 hp, Bitten, used Bull Charge, Passing Attack, Second Wind, Bedeviling Assault & Savage Advance[/sblock]
 


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