Prisca's healing enery flows into Callahan bring him back to to consciousness. His attack just misses putting fear into the Rat's eyes. The two Ratfolk thugs are hit hard by the party. Booth look bloody and ready to bolt.
On his turn Ratfolk 2 will disengage and run to the woods.
Jairo dodges to the side as Ratfolk Thug 1 swings his mace the first time, but she miss times the second dodge and gets whacked by Ratfolk Thug 1's second swing. As he turns to flee, she whips her dagger at him.
This post has potentially manipulated dice roll results.
Jairo seeing the ratfolk begin to flee will join Callahan switching to her shortbow (range 80ft) and releasing an arrow at RT1 if he's still standing, else RT2.
RT 2 drops with a dagger in its back. RT 1 takes and arrow to the back as well and both drop dead on the edge of the woods.
End of combat. 75 xp each from the last 2 fights.
The party is standing in the center of three shacks. Each of the doors are closed. The two Rat Folk lie dead on the edge of the woods to the north west.
This post has potentially manipulated dice roll results.
Pisca uses produce flame as a light source. "Whew, I am glad that is over. Now lets see if Kip is here." He focuses his senses to see if he can hear anything inside the shacks.
With an 18 investigation you find a trap door in between the 3 shacks.
With a 25 perception while on your hands and knees you hear noises coming through the trap door. You put your ear flat on the door but can't make out any more. As you get up you see a strip of paper torn up.
You are unable to find the full message but do find these words.
Curiouser and curiouser, says Lianwys....We have part of a note I'm thinking, and a trap door...though we might want to check out the sheds first, yes?
This post has potentially manipulated dice roll results.
Jairo grimaces over the ache in her side from where the mace hit her and then walks over to peer at the note Lia is holding.
"Hmm, interesting..." she looks in direction the ratfolk were fleeing, then glances up at the night sky trying to judge how long until dawn.
"Those thugs were running in a northerly direction towards the woods, an easy place to set up traps had we followed. Also the trapdoor must open somehow - usually a key or a lever. I presume Lianwys and Prisca you didn't find a lock? If so, then I agree with Lianwys, searching the sheds may reveal a lever to open the trapdoor but be carful, they may be trapped too. The last part... sun... perhaps our mystery author is referring something happening at sunrise?"
Jairo will walk up to the shacks and start inspecting them for traps or signs that one has been recently used (handprints/blood/mud etc.)
With a 13, the shacks are unlocked and full of farming equipment. There are no obvious levers or switches. You notice the orientation of the shacks are 1 north 1 east 1 west
This post has potentially manipulated dice roll results.
Prisca with his illuminating flame enters the east oriented shack to see if there are any other clues. Well the sun rises from the east so maybe there is a clue here.
Both over 20 you find small Rat holes in both shacks. Prisca yours looks like it was recently used. Lia yours looks like it has not been used in some time.
Prisca's healing enery flows into Callahan bring him back to to consciousness. His attack just misses putting fear into the Rat's eyes. The two Ratfolk thugs are hit hard by the party. Booth look bloody and ready to bolt.
On his turn Ratfolk 2 will disengage and run to the woods.
End of round.
Order: Ratfolk Thug 1 (RT1) , Lia, Jairo, Prisca, Callhan, Ratfolk Thug 2 (RT2)
Ratfolt 1 seeing his companion taking off will shout
Don't leave me!
It will then turn and attack Jairo.
Attack 1: 10
Damage: 1
Attack 2: 19
Damage: 4
Ratfolk 1 will also attempt to flee. Jairo you can make an opportunity attack.
Both Ratfolk will be 25 feet from the party.
Prisca summons flames in his hand and hurls it at RT2. produce flame
23 - attack
5 - damage
Scurry away like mice!
More frostbite for Rat Folk number 2 - DC 13, Con save, disadvantage for next attack) Cold Damage 5
Callahan, not wanting to tangle with the rat's nasty weapons again, goes to one knee and draws his bow, taking aim at RT1.
(Not sure how you want to calculate time needed for weapon swapping mid-fight. If he can make an attack, he will do so.)
Attack (DM permitting): 14 Damage: 6
Jairo dodges to the side as Ratfolk Thug 1 swings his mace the first time, but she miss times the second dodge and gets whacked by Ratfolk Thug 1's second swing. As he turns to flee, she whips her dagger at him.
Opportunity Attack: 18 Damage: 5
Jairo seeing the ratfolk begin to flee will join Callahan switching to her shortbow (range 80ft) and releasing an arrow at RT1 if he's still standing, else RT2.
Attack: 18 Damage: 6
<I'll allow the weapon swap>
RT 2 drops with a dagger in its back. RT 1 takes and arrow to the back as well and both drop dead on the edge of the woods.
End of combat. 75 xp each from the last 2 fights.
The party is standing in the center of three shacks. Each of the doors are closed. The two Rat Folk lie dead on the edge of the woods to the north west.
What do you do?
Pisca uses produce flame as a light source. "Whew, I am glad that is over. Now lets see if Kip is here." He focuses his senses to see if he can hear anything inside the shacks.
21 - perception
You hear a faint sound. But the sound is not coming from shacks but under your feet...
"Beware there is a some sounds coming from beneath our feet." Prisca takes a few steps back. He then investigates the ground.
18 - investigation
Coming from the ground? O dear-- Thanks Prisca
Lia gets down low on all fours trying to feel any noises from the ground with her hands as well as her ears.
Perception 17
Initiative if needed 19
With an 18 investigation you find a trap door in between the 3 shacks.
With a 25 perception while on your hands and knees you hear noises coming through the trap door. You put your ear flat on the door but can't make out any more. As you get up you see a strip of paper torn up.
You are unable to find the full message but do find these words.
Traps, North, shack, lever, sun
Curiouser and curiouser, says Lianwys....We have part of a note I'm thinking, and a trap door...though we might want to check out the sheds first, yes?
She stands back up while saying this.
Jairo grimaces over the ache in her side from where the mace hit her and then walks over to peer at the note Lia is holding.
"Hmm, interesting..." she looks in direction the ratfolk were fleeing, then glances up at the night sky trying to judge how long until dawn.
"Those thugs were running in a northerly direction towards the woods, an easy place to set up traps had we followed. Also the trapdoor must open somehow - usually a key or a lever. I presume Lianwys and Prisca you didn't find a lock? If so, then I agree with Lianwys, searching the sheds may reveal a lever to open the trapdoor but be carful, they may be trapped too. The last part... sun... perhaps our mystery author is referring something happening at sunrise?"
Jairo will walk up to the shacks and start inspecting them for traps or signs that one has been recently used (handprints/blood/mud etc.)
Investigation: 18
(OOC: if perception check subtract 5)
With a 13, the shacks are unlocked and full of farming equipment. There are no obvious levers or switches. You notice the orientation of the shacks are 1 north 1 east 1 west
Prisca with his illuminating flame enters the east oriented shack to see if there are any other clues. Well the sun rises from the east so maybe there is a clue here.
7 - perception
and the sun sets in the west...continuing on Prisca's train of thought, Lia looks in the west shack.
Perception 18
Both over 20 you find small Rat holes in both shacks. Prisca yours looks like it was recently used. Lia yours looks like it has not been used in some time.
Lia takes a second to measure the size of the holes.
Lots of dust and no tracks, this shed is otherwise empty...I wonder what the sheds are for?