Sorry, I was wrong. The rat is near death, but not quite dead. But it's reeling and takes a second to recover from the hit, so it is still your turn, Gurkirat and Talathel.
Starks attacks the dire rat as well, now, and hits! The dire rat is badly injured, but not dead yet. The next henchman attempts to finish it off, and hits the dire rat square in the eye, killing it before its corpse hits the ground. The second henchman attacks the rat that appears to be starting to gain control of its stomach. Unfortunately, his crossbow bolt pings harmlessly off the stones at the rats' feet. The rat gains control of itself and attacks Talathel, missing as the monk deflects the rats' lunge with his weapon.
Gurkirat and Talathel, it's your turn again. Only 2 rats left, 1 of which is now attacking, and the other will stop retching next round.
Gurkirat and Talathel: Since neither of you has taken a turn, I will wait to advance the combat. The deadline for turns is meant to avoid making people wait, not to skip both of you.
I hope we can hit the broad side of a barn with my inspiration!
Inspire Courage! (clarinet, so audible component)
(do I have to roll or anything for this or do I just do it? An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
You do not have to roll anything. You have a total of 6 rounds/day you can use your performance, so just let me know if you are continuing it each round or what.
Also, a correction to my earlier post. Starks' shot killed the dire rat, and the first henchmen's shot killed one of the remaining two rats, leaving only one rat still alive.
At the sound of the bawdy song being played on the clarinet by Gurkirat, everyone nearby perks up and begins fighting with renewed vigor. Starks takes aim and releases, striking with improved accuracy and taking out the last of the foes. The tunnel is cleared as far as you can see.
As the wererat lies there dead, he reverts to his human form. As you search the bodies, you find that the rats and dire rat have nothing of any value, but the wererat's dagger is quite nice, and has a magical aura.
Could I get a spellcraft check from you to detect the specific spell(s) on the knife?
You have a +6 to spellcraft?!? Wow. Yeah, so that wasn't high enough to tell what the spell was, but I am guessing you're going to keep trying until you get it right, and a +6 will definitely give you the answer, so I will just tell you what the magical properties.
The dagger has the following magical properties: On hit: Sleep 4 rounds (DC 14, Will)
Thanks Dan, and you're right. I was going to just keep trying until I rolled high enough. Thanks for the item too. I was just casting that spell because it seemed the right thing to do after battle even if the chances were slim. So it's just a normal dagger in size? When I get it does it automatically become small in size so I can wield it better? I'll put it in my inventory, even though we don't seem to be paying that much mind.
Also, what's the rule for finding bullets? Hits are unrecoverable but any misses can be picked up off the ground? Is there a percentage I should use for finding spent bullets?
Yeah, it is a human-sized dagger, so it will be a 1-handed weapon for you rather than a light weapon. There is supposed to be a -2 penalty to attacks, too, but that seems really silly to me.
As DM, I decree that you can wield it with the only penalty being that it is a 1-handed weapon, not a light weapon.
About bullets: Yes. You are correct. Hits are unrecoverable. For misses, you have a 50% of recovering them, so just recover half the bullets you missed with.
Starks (attacking the aware rat):
ReplyDeleteto hit:
Roll(1d20)+3:
18,+3
Total:21
Hit!
Damage:
Roll(1d8)+0:
1,+0
Total:1
Starks attacks, and though the hit appears to be minor, the rat bleeds out and dies.
Hench 1 (Attacking the dire rat):
To hit:
Roll(1d20)+2:
9,+2
Total:11
Miss!
The henchmen shoots his crossbow, and misses again.
Hench 2:
Roll(1d20)+2:
10,+2
Total:12
Miss again.
Affected rats: How long do they have left:
Rats:
Rat 1: 2 rounds left
Rat 2: 4 rounds left
Dire Rat: 3 rounds left
The gas is starting to dissipate, and the smell is weak enough now that you think you can risk taking a breath.
Gurkirat and Talathel, please make your next attack in a comment on this post. Thanks.
Sorry, I was wrong. The rat is near death, but not quite dead. But it's reeling and takes a second to recover from the hit, so it is still your turn, Gurkirat and Talathel.
ReplyDelete(I'm busy tomorrow morning so I'll post now.)
ReplyDeleteAttack!
1d20+4
4+4=8
Miss!
Gurkirat hangs his head in shame with another miss. "Many more of those and I'll have to go on a bullet requisition trip."
Sorry for the slowness of MY posting. Here is what happened:
ReplyDeleteStarks attacks! He hits the conscious rat, dealing it a deadly blow, and it falls over dead. This time, it's for real.
Roll(1d20)+3:
12,+3
Total:15
Roll(1d8)+0:
8,+0
Total:8
Hench 1 and Hench 2 step up to attack the dire rat, and both miss.
Roll(1d20)+2:
10,+2
Total:12
Roll(1d20)+2:
5,+2
Total:7
How long the rats have left before they are conscious:
Rat 1: 1 round left.
Rat 2: 3 rounds left.
Dire rat: 2 rounds left.
Gurkirat and Talathel, your turn again.
Oh god the combat drags on! After the heroes of the story pause a little for lots of eating, drinking, and sleeping, the battle commences!
ReplyDeleteBut not really!
Gurkirat puts away his useless sling and reaches for the clarinet. With the gas dissipating, it's probably safe enough to breath again.
And could you edit the timestamp on this post so it's near the top again? I hate having to navigate 3 pages down to find it.
ReplyDeleteTalathel, you have until noon to post your next turn.
ReplyDeleteStarks attacks the dire rat as well, now, and hits! The dire rat is badly injured, but not dead yet. The next henchman attempts to finish it off, and hits the dire rat square in the eye, killing it before its corpse hits the ground. The second henchman attacks the rat that appears to be starting to gain control of its stomach. Unfortunately, his crossbow bolt pings harmlessly off the stones at the rats' feet. The rat gains control of itself and attacks Talathel, missing as the monk deflects the rats' lunge with his weapon.
ReplyDeleteGurkirat and Talathel, it's your turn again. Only 2 rats left, 1 of which is now attacking, and the other will stop retching next round.
Starks Attack: Roll(1d20)+3:
12,+3
Total:15
Damage: Roll(1d8)+0:
4,+0
Total:4
Hench 1 Attack: Roll(1d20)+2:
17,+2
Total:19
Damage: Roll(1d8)+0:
8,+0
Total:8
Hench 2 Attack: Roll(1d20)+2:
5,+2
Total:7
Rat attack:Roll(1d20)+2:
13,+2
Total:15
Gurkirat and Talathel:
ReplyDeleteSince neither of you has taken a turn, I will wait to advance the combat. The deadline for turns is meant to avoid making people wait, not to skip both of you.
I hope we can hit the broad side of a barn with my inspiration!
ReplyDeleteInspire Courage! (clarinet, so audible component)
(do I have to roll or anything for this or do I just do it? An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
You do not have to roll anything. You have a total of 6 rounds/day you can use your performance, so just let me know if you are continuing it each round or what.
ReplyDeleteAlso, a correction to my earlier post. Starks' shot killed the dire rat, and the first henchmen's shot killed one of the remaining two rats, leaving only one rat still alive.
At the sound of the bawdy song being played on the clarinet by Gurkirat, everyone nearby perks up and begins fighting with renewed vigor. Starks takes aim and releases, striking with improved accuracy and taking out the last of the foes. The tunnel is cleared as far as you can see.
Starks' Attack:Roll(1d20)+4:
12,+4
Total:16
Damage:Roll(1d8)+1:
3,+1
Total:4
Don't know if this should go here but I'll call this "Battle Aftermath" and when this is wrapped up we'll have a new post.
ReplyDeleteGurkirat surveys the rats for any items or magic.
Perception: 17+8=25
Detect Magic
Seems as good a place as any for that.
ReplyDeleteAs the wererat lies there dead, he reverts to his human form. As you search the bodies, you find that the rats and dire rat have nothing of any value, but the wererat's dagger is quite nice, and has a magical aura.
Could I get a spellcraft check from you to detect the specific spell(s) on the knife?
Spellcraft: 10+6=16
ReplyDeleteYou have a +6 to spellcraft?!? Wow. Yeah, so that wasn't high enough to tell what the spell was, but I am guessing you're going to keep trying until you get it right, and a +6 will definitely give you the answer, so I will just tell you what the magical properties.
ReplyDeleteThe dagger has the following magical properties:
On hit: Sleep 4 rounds (DC 14, Will)
Thanks Dan, and you're right. I was going to just keep trying until I rolled high enough. Thanks for the item too. I was just casting that spell because it seemed the right thing to do after battle even if the chances were slim. So it's just a normal dagger in size? When I get it does it automatically become small in size so I can wield it better? I'll put it in my inventory, even though we don't seem to be paying that much mind.
ReplyDeleteAlso, what's the rule for finding bullets? Hits are unrecoverable but any misses can be picked up off the ground? Is there a percentage I should use for finding spent bullets?
ReplyDeleteYeah, it is a human-sized dagger, so it will be a 1-handed weapon for you rather than a light weapon. There is supposed to be a -2 penalty to attacks, too, but that seems really silly to me.
ReplyDeleteAs DM, I decree that you can wield it with the only penalty being that it is a 1-handed weapon, not a light weapon.
About bullets:
ReplyDeleteYes. You are correct. Hits are unrecoverable. For misses, you have a 50% of recovering them, so just recover half the bullets you missed with.