At Sim, "Unfortunately, most of my spells are fighting spells, not utility ones at this point". However, I have a Hunting Trap we can set near the doll and see if the scarecrow falls for it.
The group leaves not only the general store but also the hamlet. Walking towards the fields, Sim fails to find the perfect fields as suggested by Adrasteia (fully grown wheat or corn fields, for instance). It is now spring time and as such, the crops are not yet fully grown or ready for harvest. In the distance, however, she finds an empty field that sits next to a small wooded boscage, which could serve as a hiding place.
Sim: I need to know how exactly you set up the talking doll, what sentences you teach it, and what are the conditions that trigger the talking.
Everyone: I need stealth checks for each of you. Adrasteia must roll hers with disadvantage since it is hard to hide in heavy, gleaming armor (or she can take it off...)
Once the doll is set, Mokiakia begins to set her hunting trap. Is anyone disguising/hiding the trap in any way?
I set up the talking doll 5 feet away from the wooded nook where I plan to hide.
1 - If there is movement within 15 feet of the doll, it will say, "Wake up Mommy, there's bad man."
2 - If something picks up or jostles the doll, it will say, "Bad touch! Hands to yourself!"
3 - If something/someone other than our party speaks/moans/makes a scarecrow noise, the doll will say, "I don't like you, you die!"
I'll attempt to help hide Mokia's hunting trap with foliage, but if she and Adra want to roll as well to help, that would be most successful, since I have +1 survival. Survival: 8
Sim spends about an hour (as per the doll's instructions) to set up the bait, teaching it the phrases and the triggers. Mokiakia then places the hunting trap a few feet away from the doll, and the two ladies do their best to cover it with some dirt and leaves.
Adrasteia finds a spot she thinks will serve the group well, and then the three nobleladies hide within the wooded area.
OK, so we have a 10and a 66. Waiting on the one for Sim. No worries, there is no rush.
LORE BOX (INFAMOUS ALLEYS OF WATERDEEP - PART 1 of 3)
Waterdeep has as many alleys as Baldur’s Gate has cats, and each has a name and a story. Here are a few that you might wish to see — or should know to avoid.
Ruid’s Stroll. This short avenue from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights. All attempts to banish or turn the spirit have failed. Those who brave its unearthly approach and allow Ruid to pass through them learn a secret truth about someone or something in their life — if they survive.
66: It takes a couple more hours but from your hiding places in the small wooded area, you eventually see a strange figure approach from afar. It walks with difficulty and its limbs seem to tweak randomly. Both the bright moonlight and the fact that the creature's eyes glow a bit red against the night help you keep track of its shambling movement. It doesn't seem to be walking towards you at first but a burst of wind causes a ruffle in the trees, which catches its attention. It slowly approaches...
10: Unfortunately, the creature is coming from a direction that is different from the one Mokiakia initially guessed. The plan is still on track, but it looks like your foe will inadvertently but surely avoid the hunting trap...
53: It does, however, pass right by the talking doll. "Wake up Mommy, there's bad man." it says, now getting all of the creature's attention. It reaches to grab the doll. "Bad touch! Hands to yourself!" You hear the doll again. The creature is so enticed by the talking apparatus that it does not notice any of you lurking in the shadows.
From this distance, you can see it clearly. You each have a free turn do surprise this creature.
When we see the creature appear, I tie the end of my hempen rope around the shaft of one of my arrows. I nod to my companions so they are at the ready after I shoot my arrow.
I aim for the scarecrow's head, hoping to pierce it and secure the rope to it so we can knock it down and tie it up. 21, damage: 9
This post has potentially manipulated dice roll results.
Sim goes first by shooting a roped arrow. The projectile flies through the scarecrow's head cleanly, since its cursed hay body offers little resistance to the metal arrowhead. Eventually the arrow hits the ground a good 30 feet behind the scarecrow, and a 50-foot length of rope now goes through the creature. Sim notices however that the scarecrow does not seem too bothered by either the rope or the arrow that pierced its head.
-> With that attack, you learn that the scarecrow is resistant to piercing damage (i.e. damage is reduced by half). The scarecrow only takes 4 piercing damage from that arrow (CMD: 4).
Adrasteia jumps out from behind a tree and swings her mace at the creature's torso. A clump of hay flies into the air. Much like the arrow, the mace seems to perform worse than expected against this foe.
-> With that attack, you learn that the scarecrow is resistant to bludgeoning damage (i.e. damage is reduced by half). The scarecrow only takes 2 bludgeoning damage from that mace swing (CMD: 6).
Without moving, Mokiakia tries to grab the scarecrow's arm with her spectral hand but misjudges the distance and misses.
At Sim, "Unfortunately, most of my spells are fighting spells, not utility ones at this point". However, I have a Hunting Trap we can set near the doll and see if the scarecrow falls for it.
The more traps, the better! Investigation re-roll: 11
I agree with our plan to try to utilize the doll. Perhaps we should try to hide in a field with tall crops so we can better hide?
The group leaves not only the general store but also the hamlet. Walking towards the fields, Sim fails to find the perfect fields as suggested by Adrasteia (fully grown wheat or corn fields, for instance). It is now spring time and as such, the crops are not yet fully grown or ready for harvest. In the distance, however, she finds an empty field that sits next to a small wooded boscage, which could serve as a hiding place.
Sim: I need to know how exactly you set up the talking doll, what sentences you teach it, and what are the conditions that trigger the talking.
Everyone: I need stealth checks for each of you. Adrasteia must roll hers with disadvantage since it is hard to hide in heavy, gleaming armor (or she can take it off...)
Once the doll is set, Mokiakia begins to set her hunting trap. Is anyone disguising/hiding the trap in any way?
Anything else you'd like to do to prepare?
11
Stealth: 14
I set up the talking doll 5 feet away from the wooded nook where I plan to hide.
1 - If there is movement within 15 feet of the doll, it will say, "Wake up Mommy, there's bad man."
2 - If something picks up or jostles the doll, it will say, "Bad touch! Hands to yourself!"
3 - If something/someone other than our party speaks/moans/makes a scarecrow noise, the doll will say, "I don't like you, you die!"
I'll attempt to help hide Mokia's hunting trap with foliage, but if she and Adra want to roll as well to help, that would be most successful, since I have +1 survival. Survival: 8
I'm rolling a stealth check on Mokiakia's behalf here: 6
And a survival check as well: 13
Sim spends about an hour (as per the doll's instructions) to set up the bait, teaching it the phrases and the triggers. Mokiakia then places the hunting trap a few feet away from the doll, and the two ladies do their best to cover it with some dirt and leaves.
Adrasteia finds a spot she thinks will serve the group well, and then the three nobleladies hide within the wooded area.
A few hours pass and the sun begins to set...
(I need each of you to roll a d100 please!)
45
The first roll didn't work. Hopefully, this one does. 10
Rolling D100: 66
OK, so we have a 10 and a 66. Waiting on the one for Sim. No worries, there is no rush.
LORE BOX (INFAMOUS ALLEYS OF WATERDEEP - PART 1 of 3)
Waterdeep has as many alleys as Baldur’s Gate has cats, and each has a name and a story. Here are a few that you might wish to see — or should know to avoid.
Ruid’s Stroll. This short avenue from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights. All attempts to banish or turn the spirit have failed. Those who brave its unearthly approach and allow Ruid to pass through them learn a secret truth about someone or something in their life — if they survive.
I await with bated breath.
53 here we go!
Alright!
66: It takes a couple more hours but from your hiding places in the small wooded area, you eventually see a strange figure approach from afar. It walks with difficulty and its limbs seem to tweak randomly. Both the bright moonlight and the fact that the creature's eyes glow a bit red against the night help you keep track of its shambling movement. It doesn't seem to be walking towards you at first but a burst of wind causes a ruffle in the trees, which catches its attention. It slowly approaches...
10: Unfortunately, the creature is coming from a direction that is different from the one Mokiakia initially guessed. The plan is still on track, but it looks like your foe will inadvertently but surely avoid the hunting trap...
53: It does, however, pass right by the talking doll. "Wake up Mommy, there's bad man." it says, now getting all of the creature's attention. It reaches to grab the doll. "Bad touch! Hands to yourself!" You hear the doll again. The creature is so enticed by the talking apparatus that it does not notice any of you lurking in the shadows.
From this distance, you can see it clearly. You each have a free turn do surprise this creature.
When we see the creature appear, I tie the end of my hempen rope around the shaft of one of my arrows. I nod to my companions so they are at the ready after I shoot my arrow.
I aim for the scarecrow's head, hoping to pierce it and secure the rope to it so we can knock it down and tie it up. 21, damage: 9
I am as yet uncertain as to whether any of my spells would work against the scarecrow, so I swing my mace. Attack: 7 Damage: 7
Let me try that again. Attack: 12 Damage: 4
EDIT: The d20 roll should be +5.
I cast Chill Touch Attack: 9 Damage: 1. Though I was tempted to use my fire...but for the sake of keeping evidence, I don't burn it.
Sim goes first by shooting a roped arrow. The projectile flies through the scarecrow's head cleanly, since its cursed hay body offers little resistance to the metal arrowhead. Eventually the arrow hits the ground a good 30 feet behind the scarecrow, and a 50-foot length of rope now goes through the creature. Sim notices however that the scarecrow does not seem too bothered by either the rope or the arrow that pierced its head.
-> With that attack, you learn that the scarecrow is resistant to piercing damage (i.e. damage is reduced by half). The scarecrow only takes 4 piercing damage from that arrow (CMD: 4).
Adrasteia jumps out from behind a tree and swings her mace at the creature's torso. A clump of hay flies into the air. Much like the arrow, the mace seems to perform worse than expected against this foe.
-> With that attack, you learn that the scarecrow is resistant to bludgeoning damage (i.e. damage is reduced by half). The scarecrow only takes 2 bludgeoning damage from that mace swing (CMD: 6).
Without moving, Mokiakia tries to grab the scarecrow's arm with her spectral hand but misjudges the distance and misses.
The surprise factor is now gone.
ROLLING FOR INITIATIVE:
Note: There will be no map for this fight. I want to try to go full theater-of-the-mind this time around and see how it goes.
(Everyone can take their turn. The scarecrow will go after you guys.)