May 13, 2005

Well Then!

Castille

(I really don't know what Castille's bonus is on Search except for his +1 racial and his circumstantial bonus for looking in the right place. They're enough between them.)

Trusting his burly companion to deal with the thing in the muck, Castille focuses, gently touching the crusted wall...and finds a straight line, and another, and then one atop. "A hidden door!" he whispers. He is not a dwarf and has no relevant craft checks or ranks in knowledge architecture and engineering, but he can quickly see two things. One, this is old. Two, it isn't dwarf-make or else he wouldn't have found it without taking twenty.

Castille finds the 'doorknob' as well, a recessed square that's about two and a-half feet off the ground. (That's oddly low for a six-foot high door.) Unfortunately the it seems to be series of pins. To get it open without a key will require either an Open Lock check DC 12 or an Intelligence check DC 18. Castille is unable to find anything else distinguishable about the lock.

He does find that funky symbol down low on one corner of the door that you found in earlier posts. the symbol of the Dragon Below cult.

The Aberration

It already moved this turn, so it can't attack with all three tentacles. The foremost tentacle goes whistling through the air...and Kaspar ducks. (I rolled a 2, I have got to get another die.) Next round it will be able to attack with all 3 tentacles.

For this combat the aberattion's initiative is 13.

Kaspar

Actually, throwing that rock was not such a bad idea. You see one tentacle follow it, and (I made the Wisdom check for you, the DC was 10 and you made it) you intuivtively realize that this thing has tremorsense. You slash at the tentacles with your rapier...and you said you rolled a 4? Forget it.

Combat note: This thing has reach, so if you are attacking it from 2 squares away, you can only hit the tentacles. That means that you are coping with the dex and natural armor bonus, which isn't much, but the size bonus, which is considerably more. The tentacles alone are considered tiny. The creatures body, from what you can see of it, is halfling-sized. That means you have a better chance by 1 to hit the body. Also, each tentacles ahs a maximum amount of hp damage that it can take before being severed, whereas you can give full damage to the body.

2 More rolls for Kaspar:

Make a bluff check for throwing the stone. (I allowed it along with your rapier strike because it is a move-equiv action.) Essentially you are bluffing the creature as if you are feinting in combat. If the creature falls for the feint (rolling its BAB + any ranks in Sense Motive) then one tentacle will attack the rock that you threw.

Make a Spot check at -2 when the tentacle zips past Kaspar, he might ntoice something about it.

Final note

Do either of you have ranks in Knowledge Dungeoneering? It helps with figuring out stuff about aberrations, but not untrained.

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