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The Scattered Ones

Mouse reflex save from acid = 10+7=17; Mouse reflex save to prevent fur catching fire = 12+7=19. Mouse has 10 hit points. Mouse instinctively gets out of fire as quickly as possible.

Sensing pain, Amaryllis runs back to bottom of stairs to see what is happening. (Can Amaryllis sense whether Mouse is alight?)

[OOC in terms of where everyone is - Mouse and Seebor went up almost immediately after combat. Namfoodle, as I understood it, spent a minute or so relieving wounds so it is not possible that he is close enough behind Seebor (even if he was trying to catch up and get Seebor within his protection, he couldn't see him so "middle" presumably meant middle between visible characters - Neblin and Tomas). Also, how did Tomas catch up to within 5 feet of Seebor if he waited for wound healing before heading up?]
 

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Right.

I rolled for Tomas' secondary damage, without waiting for Namfoodle's aid. One Fort save failed, hence the 2 points of Dex damage.

The hit damage Tomas healed himself with a rapidly decreasing supply of potions!

Tomas then grabbed his pack, and went up the stairs. He was in the position described i.e. just behind Seebor and Mouse, when the flask broke.

[Reflex save 19 + 6 -1 = 24.
With Evasion, even a fail = half damage].

Tomas stands two or three stairs below the level of the room.
He tries to scan the scene while setting his backpack on the step
to get some tactical info, not being gifted with remote sensors!

[Spot roll 19 + 4 = 23.
!Random number jenny has hit a good patch!]

The question is whether to go into melee or take the bow out of the pack, string it, and open up.

(Standing a bit below the level of the floor might even offset the
penalties for missile fire!)
 

Seebor and Tomas amaze everyone with their nimbleness in leaping out of the way, somehow managing to avoid all the acid. Alas, not so for "Mouse", who focussed on trying to spot the Imp, gets sprayed with acid (2 points of damage).

Despite the pain from the acid, "Mouse" does manage to scramble back onto the stairway out of the fire, before his fur catches fire and he goes up in smoke.

From the stairway, you can really only see flames and smoke. Anyone with extra keen eyesight can make out the outline of a ballista burning.

Amaryllis ... BTW: Do you have an independent light source? If not ... please amend previous comments. You can't see anything in the rooms you go into as there is no light.
 

If Seebor can not see the Dwarf then he waits at the top of the stairs, to one side, until the flames subside.

If the Dwarf or Imp are visible he engages the closest one in combat (see above for rolls).

If they are not visible he enters the room carefully and silently and has a look around.

[silent check: 11+14 = 25]
 

I cannot imagine I would have walked through dark rooms (had I known they were dark) without at least lighting a candle, but I'll leave that to DMs discretion. I am happy to be carrying a lit candle if that is what I was deemed to have done or to have missed the glamour of the bathroom if DM considers that I would not have had time to light a candle.

Mouse finds a spot to hide out of the way of all baddies he can see.
[Spot check = 18+1=19; Move silently check = 3+12=15; Hide check = 16+18=34]

[OOC - I am confused by how much damage Mouse took from the acid - was it 2 or 4. I then assume there is an additional 2 points from the fire. In other words total damage is either 4 or 6]

Amaryllis looks upstairs to see how much she can work out (what happened, who is there etc.). If impeded by darkness in this endeavour, she casts dancing lights and sends them upstairs. She then tries to position herself so as to get maximum cover.
[Spot check = 9+4=13]
 

"Mouse" has taken 4 points of damage (rolled 4 for the acid, but improved evasion, cuts it down to half + 2 for the burning).

Amaryllis ... you are carrying a candle. Oooh romantic lighting.

As the smoke from above clears, nothing is visible other than a burnt ballista and charred stone.

Seebor silently ventures into the room. He sees ... attached map ...
- the burnt remains of 4 automatic ballistae
- some burnt casks by the fireplace
- 2 small cauldrons in the fireplace
- the remains of what look like a rack of weapons – all the weapons are burnt and charred beyond repair
- some charred remains of crates which looked like they held more ammo
- there is an open window with a sluice which hangs over the main gate
- the stairway continues up

…. And Seebor also sees the charred, burnt and very dead remains of a dwarf … ashes to ashes and all that.
 

Attachments


Seebor moves silently around the room and listens.

He also approaches the doorway and listens again.

If the door is open he looks into the room, but does not touch the door or walk over the threshold (in case there are traps).

[listen 10-1 = 9]
[listen 10-1 = 9]

[OOC: he does not attack any dwarves until he is sure that they are actually the "bad guys"]
 
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[OOC - not that I want to hurt Mouse in any way, but I don't think improved evasion makes any difference if he fails the save.]

If neither Mouse nor Amaryllis notices any baddies, Amaryllis summons Mouse back to her and also moves towards Mouse, up the staircase. When they meet, Mouse returns to his usual protective pocket and licks his wounds. Once Amaryllis reaches the room, she looks further up the staircase, seeing if she notices anything unusual.

[Spot check = 15+6=21]
 

Improved Evasion

Amaryllis FYI:
Improved Evasion: If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.
 

Was waiting to see what other people were doing, but obviously everyone is either very busy or waiting for me.

Amaryllis notices nothing unusual on the staircase.

Seebor ... congratulations, you have found the toilet Let me know if you wish to set fire to it. :) Once again there is a lovely flush toilet, a sink and some soap. There is an opening with another room to the north. Through the opening you can see machinery.
 

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Into the Woods

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