7. There Has to Be a Morning After

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Dram
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Re: 7. There Has to Be a Morning After

#141 Post by Dram »

Bragar-Had stated earlier that he would stick next to Castran.Bragar Will move just in front of Castran keeping a close eye on Helga and his surroundings in case of a ambush.
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Re: 7. There Has to Be a Morning After

#142 Post by Zhym »

Date: Nouluna 6, 1221
Time: 3:30 AM
Weather: Light rain
Moon: Waning gibbous
Location: Castle Ravenloft, Servants' entrance
**************************************

Ignoring the skeletons and the book, you head for the door. As you do, you hear a chittering, galumping sound rapidly approaching from the stairs below. Two shapes come into view at the far reaches of your light spells—shapes of creatures that strike terror into the stoutest warrior's heart. Creatures that are, perhaps, even more feared than vampires or banshees. They have round, tick-like bodies that are about three feet high and five feet long, with bony outer shells, four mammalian legs, long antennae, and scaly tails ending in what appear to be propellers.
Rust_monster.JPG
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The wandering monster rolls have not been friendly lately.
Actions!

Status: Agrippo: 32/52, Tumbler: 24/39, Tibbius: 8/9, Robert: 16/34, Fendt: 14/15, Melampus: 16/21, Bragar: 31/42, Iluq: 13/34, Castran: 13/23
Effects: Resist Fire (Iluq): 1.3 turns
Last edited by Zhym on Tue Jan 13, 2015 2:31 am, edited 2 times in total.
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Re: 7. There Has to Be a Morning After

#143 Post by GreyWolfVT »

Fendt does something he has yet to do takes up his bow and will fire two arrows at the bug things if he has a clear shot and can avoid hitting his friends.
Long Bow[1d20] = 10 Dmg[1d6] = 6
Long Bow[1d20] = 2 Dmg[1d6] = 1
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Re: 7. There Has to Be a Morning After

#144 Post by OGRE MAGE »

Tib laughs and steps in front of the fighters. He will try to calm these non aggressive creatures but if they look to be trying to attack, he will use his staff to defend himself.

Tibbius melee atk with staff [1d20] = 18 dmg [1d6] = 3

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Re: 7. There Has to Be a Morning After

#145 Post by Dram »

Bragar- What are those things? He draws his +2 mace and attacks.


Initiative
Initiative roll [1d6] = 2

+2 Mace attack
+2 Mace tohit[1d20+3] = 15+3 = 18, todam[1d6+3] = 4+3 = 7
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Re: 7. There Has to Be a Morning After

#146 Post by Zhym »

The mace from Strahd's treasure room is +3, BTW.
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Re: 7. There Has to Be a Morning After

#147 Post by Dram »

I will fix my Macro Thank you
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Re: 7. There Has to Be a Morning After

#148 Post by MonkeyWrench »

Iluq does not attack right away, instead standing back to guard Helga from anything else that may attack, he calls out to Tib, "My friend, do not be reckless when dealing with the things in this castle."
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Re: 7. There Has to Be a Morning After

#149 Post by Stirling »

"ah a couple of old 'rusties' just right in this decrepit old place. Probably been munching all, the way through the silver service cutlery and those suits of armour. Best stay behind me Miss Helga they'll turn your bones to dust with those club tails. Here lets give them something to feast upon"

Long long ago, Agrippo picked up an old greatsword and strapped it to the outside of his pack, first rooms we came in. So Agrippo will reach for it and throw it unmenacingly down the stairs for the rust monsters to chase and nibble ...hopefully. If they turn to follow the sword he will reach into his purse and throw away his loose gold coins, kinda like feeding the pigeons style....
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Re: 7. There Has to Be a Morning After

#150 Post by Computer +1 »

Tumbler will move into the shadows.
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Re: 7. There Has to Be a Morning After

#151 Post by Dram »

Bragar- There what! I've heard of things. He begins to back away immediately. He will follow suit with Agrippo and will grab a handful of coins and toss them towards the stairwell.
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Re: 7. There Has to Be a Morning After

#152 Post by OGRE MAGE »

MonkeyWrench wrote:Iluq does not attack right away, instead standing back to guard Helga from anything else that may attack, he calls out to Tib, "My friend, do not be reckless when dealing with the things in this castle."
These are docile creatures my friend. They only seem hungry to me. Feed them and let's be on our way.
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Re: 7. There Has to Be a Morning After

#153 Post by Stirling »

"perhaps even lay a trail of golden nibbles for them to follow up the stairs and out the door, then go double back down and see what they have been guarding. Perhaps just a nest and dung heap, perhaps some secret chamber to whom knows what...?", Agrippo advises a couple of potential explorers while he cautiously opens the eastern door servant quaters and signals for others to follow.
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Re: 7. There Has to Be a Morning After

#154 Post by Zhym »

I think I'm waiting on actions from Robert, Melampus, and Castran.
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Re: 7. There Has to Be a Morning After

#155 Post by greyarea »

Melampus begins an almost musical set of mystical syllables, holding a hand high and remaining still. The spell Chant is in effect.
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Re: 7. There Has to Be a Morning After

#156 Post by Storm11 »

Castran takes a sip of his potion of invisibility from the back of the group and fades from view.
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Re: 7. There Has to Be a Morning After

#157 Post by Zhym »

Just to make sure it's clear: the potion of invisibility is one dose. There won't be any left if Castran uses it.
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Re: 7. There Has to Be a Morning After

#158 Post by Cwreando »

Robert says,"If we need not go that way and they are drawn away to eat the sword then let's just move on and let them have their snack."

If either of them or both pursue them he cast Farie fire on the one that engages them first.
Last edited by Cwreando on Wed Jan 14, 2015 8:40 pm, edited 1 time in total.
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Re: 7. There Has to Be a Morning After

#159 Post by Storm11 »

oh ok. He won't use it yet then.
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Re: 7. There Has to Be a Morning After

#160 Post by Zhym »

Date: Nouluna 6, 1221
Time: 3:31 AM - Combat Round 1
Weather: Light rain
Moon: Waning gibbous
Location: Castle Ravenloft, Servants' entrance
**************************************

The strange creatures bound up the stairs with surprising speed, but you take the initiative.

Agrippo, thinking quickly, throws the greatsword he found earlier in the castle down the stairs. Tumbler, Castran, and Bragar take the opportunity to back away. Agrippo and Bragar toss a few coins down the stairs. Melampus begins chanting. Agrippo cautiously opens the outer door and urges others to follow him out the door, but no one does. Iluq guards Helga.

One of the monsters stops and eagerly devours the sword. The other pauses but a moment to sniff the coins as it scuttles up the stairs, less interested in the coins than in your tasty buffet of ferrous metals. Fendt takes a shot at it as it approaches, but his arrow glances harmlessly against a wall.

Robert starts casting. Tibbius steps forward with a laugh and smacks the monster on its bony carapace with his staff; it makes a dull "thud." Robert finishes casting, and the strange beast is outlined with a glowing aura.

The rust monster shows no interest in Tibbius or Robert. It runs around Tibbius and jumps excitedly at Agrippo, who is wearing a delicious set of half-plate and carrying a big metal shield. The monster is a little like an overexcited and poorly trained dog: friendly, but dangerous. Agrippo keeps the monster away with his shield. Rust begins to spread across the shield, completely covering it in the space of about 15 seconds. The pockmarked, fragile, and useless hunk of rusted metal falls off Agrippo's arm. (Agrippo's AC: +2)

The monster on the stairs finishes its greatsword snack and looks upstairs toward the main course.

Actions!
Armor adjustments to AC don't apply vs. rust monsters. The monsters want the armor; plate mail doesn't stop a rust monster from getting at the plate mail. Only magical and dexterity bonuses apply.

Surprise: Party: [1d6] = 6 Monsters: [1d6] = 5
Initiative: Party [1d6] = 5 Monsters [1d6] = 3
Rust monster attack: [1d20] = 9
Rust monster attack: [1d20] = 2
Shield, avoid destruction? (1-10=yes): [1d100] = 27
Status: Agrippo: 32/52, Tumbler: 24/39, Tibbius: 8/9, Robert: 16/34, Fendt: 14/15, Melampus: 16/21, Bragar: 31/42, Iluq: 13/34, Castran: 13/23
Effects: Resist Fire (Iluq): 1.2 turns; Chant (Melampus): effective in 9 rounds; Faerie Fire (Robert): 24 rounds
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