Sister Mara |
"Here. Better let me take a look at that gate," Sister Mara offers as she steps forward. The inquisitor offers a couple of quick prayers to her Goddess as she carefully sets to examining the gate and trap. Casting Detect Magic and Guidance.
Taking 20 on Perception to find/examine trap for a total check of 26.
Disable Device check to disarm trap: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 (expending Guidance)
Warden of Doors |
Sister Mara finds that the gate trap is held together by an intricate web of thin, nearly invisible wires. With delicate precision she snips through the intricate system of sensitive counterweights and disables the trap. With the trap disarmed, it's a simple matter of Kua and Auron hauling up the gate into its recess in the ceiling.
Sister Mara |
Warden of Doors |
You step into a catacomb about 45 feet in length, niches spaced regularly on both sides. Repeated lines of footprints mark the dust on the floor, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen.
From the four central alcoves emerge four more of the glassy black skeletons that Tripe had been creating. They heft their scimitars and advance!
Give me a group initiative roll, please.
Warden of Doors |
Skeletons: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative
Sister Mara- 16
Uwais/Waya- 13
Skeletons and Kua- 12
Auron and Yang- 11
Sister Mara's up! Four skeletons. Keep in mind the ad-hoc gridless rules: Forward Stance is all-out attacking (+2 attacks, -2 AC), Open Stance is as normal, Defensive Stance (-4 attacks/+2 AC or +4 AC and no attack) and Rearward (ranged weapons/long range spells; must have at least two PCs in close-combat for anyone to be in rearward, not possible if outnumbered 2-1 or more- firing into melee penalties apply unless party and foes are both at range or if one side is caught flat-footed). No obstructions or cover.
Sister Mara |
Round One: Open Stance; AC 17; HP 19/19
Hanbo in hand, Sister Mara lashes out at the skeleton before her. The inquisitor then takes a step back to make room for her companions.
Standard action to attack nearest skeleton with hanbo, then 5-ft step back.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning
Warden of Doors |
Sister Mara advances on the boney quartet. She swings, hoping to get an easy opening attack, but her target pivots with unnatural grace away from her attack. Uwais whirls his sling and releases a bullet into the mass of skeletons.
Sling: 1d20 ⇒ 11d3 ⇒ 2
And only narrowly misses hitting Sister Mara. Waya growls and bounds into the melee, snapping her jaws at the abominations.
Waya- open stance: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 1 ⇒ (4) + 1 = 5
But her inborn fear of the unnatural takes the fire from her attack.
The four skeletons mob the wolf and the inquisitor, raining blows from their rusty scimitars. Forward stance; -2 AC for skeletons.
DM Screen:
While Sister Mara easily parries aside the first thrust, she is caught with a jagged gash on her arm from the other assailant. Likewise, Waya skirts nimbly around the broken blade, only to find herself herded into another attack.
2 hp damage each to Waya and Mara; I'll give Kua a chance to post before wrapping up the round.
Uwais Freedman |
Uwais gives an encouraging bark to Waya, his sling whirling about his head as he fires again.
Attack: 1d20 ⇒ 6
Damage: 1d3 ⇒ 3
Waya tries again to worry the foes, hackles up as she heads for the attack. Grabbing one of the skeletons by the leg, she tries to tug it to the ground.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Trip: 1d20 + 2 ⇒ (17) + 2 = 19
Sister Mara |
Round Two: Rearward; AC 17; HP 17/19
Having fallen back to make room for Auron, Sister Mara calls upon the blessings of the Everflame and fires a bolt of divine energy past the cavalier and Waya in an attempt to strike one of the strange skeletons.
Standard action to cast Disrupt Undead at a skeleton.
Ranged Touch Attack: 1d20 + 5 + 2 - 4 ⇒ (7) + 5 + 2 - 4 = 10 (+2 represents skeleton's -2 penalty to AC for Forward stance; -4 penalty for firing into melee.)
Damage: 1d6 ⇒ 3
Warden of Doors |
Initiative
Sister Mara- 16
Uwais/Waya- 13
Skeletons and Kua- 12
Auron and Yang- 11
Round Two
Sister Mara falls back after Auron barrels into the melee, calling upon the Dawnflower's blessing to smite the foul undead. But her view is blocked by her allies and caution demands she take a less desirable shot than she would like, sending the bolt astray. Uwais finds himself facing similar difficulties, sending a bolt sailing over the knot of skeletons. Waya, on the other hand, regains her feral intensity, snapping into one of the boney bastards and dragging it to the ground.
The tripped skeleton attempts to rise once more and both Auron and Waya rise to the occasion, lashing out with tooth and hammer.
Waya AoO:1d20 + 5 ⇒ (13) + 5 = 181d6 + 1 ⇒ (2) + 1 = 3
Auron AoO: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 4 ⇒ (5) + 4 = 9
And send it back to the boneyard with their combined assault.
The remaining skeletons rally and dive headlong at the wolf and the man, swinging with suicidal abandon. Forward stance for both skeletons; AC 16.
Scimitar and Claw 1: 1d20 + 2 ⇒ (17) + 2 = 191d6 ⇒ 61d20 - 1 ⇒ (1) - 1 = 01d4 + 1 ⇒ (3) + 1 = 4
Scimitar and Claw 2: 1d20 + 2 ⇒ (17) + 2 = 191d6 ⇒ 61d20 - 1 ⇒ (4) - 1 = 31d4 + 1 ⇒ (2) + 1 = 3
Unprepared for the swift reprisal, both Auron and Waya find the rusty scimitars sneaking past their defenses to deal grievous wounds. -6 hp each
Just in time, Kua crashes into the mess, swinging his greataxe with abandon, beheading one and leaving its companion surrounded. Auron leaps in with his hammer, but the pile of bones proves faster, dodging out of the way. Yang chants his arcane syllables, passing his hands through the air and channeling a ray of positive energy into the skeleton, at the exact point where the wizard expected it to land. The spell proves too much for the undead's damaged frame and it burns into a pile of greasy ash on the floor.
Combat over.
Auron Rurikski |
Auron clamps down on his newly received wound, stemming the bleeding before applying a crude cloth compress around his torso.
Jhaik gives a small whine.
Well, 'ere's still sum rooms left to explore. I thinks we woulda go on if 'ere's nothin' in 'ere.
Warden of Doors |
After a thorough search, you find little of interest in the room besides another door in the alcove to the northeast, where the footprints are leading. Kua and Sister Mara methodically examine the door for traps and after the all-clear, crack it open. The familiar scent of formaldehyde and suppressed rot assails your nostrils once more as you find yourselves entering the very laboratory where you dealt with Tripe just recently. The reverse side of the door leaves a seamless impression in the wall due to its clever construction.
Sister Mara |
Yangzhun Chen |
Warden of Doors |
DM Screen:
Auron/Jhaik:1d20 ⇒ 111d20 + 5 ⇒ (9) + 5 = 14
Uwais/Waya:1d20 + 9 ⇒ (4) + 9 = 131d20 + 5 ⇒ (5) + 5 = 10
Yang:
Warden of Doors |
DM Screen:
Mara creeps silently through the dark tomb, moving from sepulcher to sepulcher to maintain cover.
Sister Mara:
Around the statue's robes, you can just make out the cloaked figure that Kua described, a long avian beak jutting from beneath its cowl. Its beak moves, but you can't quite make out what it's saying... it must be whispering to the elf standing next to it, probably one of the best looking elves you've seen. He stands with arms crossed over a black and gold breastplate, nodding before whispering something back to the beaked one. Several globes of light dance in the air above their heads.