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Dungeon of Graves
Game Master detritus



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Male Dwarf Barbarian / 9

INIT
1d20 + 8 ⇒ (3) + 8 = 11


Map
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam


Rapid Shot and Manyshot: +19/+19/+19/+14 1d8+3
Jon unloads on the closest Wraith.
1d20 + 19 ⇒ (16) + 19 = 35 1st vs ac
1d20 + 19 ⇒ (2) + 19 = 21 2nd vs ac
1d20 + 19 ⇒ (7) + 19 = 26 3rd vs ac
1d20 + 14 ⇒ (17) + 14 = 31 4th vs ac
If hits
1d8 + 3 ⇒ (6) + 3 = 9 1st damage
1d8 + 3 ⇒ (6) + 3 = 9 2nd damage
1d8 + 3 ⇒ (6) + 3 = 9 3rd damage
1d8 + 3 ⇒ (6) + 3 = 9 4th damage

DM question:
I am using a light bow. Would it have any effect on the Wraiths if they got close enough to it or is it just natural sunlight that effects them?


The wraiths move forward and attack the closest living creatures.

Wraith 1 vs Jon 1d20 + 6 ⇒ (16) + 6 = 22 touch attack, 1d6 ⇒ 2 dmg and 1d6 ⇒ 5 con drain
Wraith 2 vs Axelrod 1d20 + 6 ⇒ (20) + 6 = 26 touch attack, 1d6 ⇒ 2 dmg and 1d6 ⇒ 5 con drain, confirm crit 1d20 + 6 ⇒ (5) + 6 = 11, lucky missed on touch confirm
Both Jon and Axelrod roll a Fort check DC 17 or take the con damage

Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam

Jon:
A super strong light could, but the light from your weapon is not strong enough


fort save
1d20 + 8 ⇒ (8) + 8 = 16


You take 18 damage from the con damage and your con is now a 7, and you also lose 2 fort save for now


Male Dwarf Barbarian / 9

fort save
1d20 + 10 ⇒ (2) + 10 = 12


You are down 5 con too Axelrod so 18 additional dmg and -2 fort, your up


Male Dwarf Barbarian / 9

88 HP Left

Rage & Power attack

full attack
W2
1d20 + 16 ⇒ (18) + 16 = 34
damage
3d6 + 24 ⇒ (5, 5, 3) + 24 = 37
fire
1d6 ⇒ 6
acid
1d6 ⇒ 2

second attack (on w2 if still 'alive')
1d20 + 11 ⇒ (7) + 11 = 18
damage
3d6 + 24 ⇒ (2, 2, 6) + 24 = 34
acid
1d6 ⇒ 5


The wraith takes a vicious hit and seems only minorly effected.

Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam


Female Human Cleric / 9

Savannah tries to bolster his companions while hurting his foes. shift to G4 A burst of energy ripples away from Savannah

Channel Positive Energy

5d6 ⇒ (6, 2, 2, 2, 6) = 18 DC19 to avoid dmg


M Halfling Warlock 9

Flimflam fires a fiery burst at W1

1d20 + 13 ⇒ (10) + 13 = 23 vs touch
7d6 + 9 ⇒ (3, 3, 2, 1, 5, 6, 6) + 9 = 35
if hits chains to W2
1d20 + 13 ⇒ (10) + 13 = 23 vs touch
7d6 + 9 ⇒ (1, 1, 6, 3, 5, 2, 4) + 9 = 31
on hit catch fire dc 23 ref save


Male Dwarf Barbarian / 9

Does that Channel Positive Energy heal people too ?


The combination of attacks is just to much for the wraith in front of Jon and ashes float to the ground.

Nope it does not, he can choose damage or heal and he choose damage
Saves:
w1 against Savannah 1d20 + 8 ⇒ (15) + 8 = 23
w1 against Flim 1d20 + 4 ⇒ (18) + 4 = 22
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam


Leave the dwarf alone!
Rapid Shot and Manyshot: +19/+19/+19/+14 1d8+3
attacking Wraith
1d20 + 19 ⇒ (8) + 19 = 27 1st vs ac
1d20 + 19 ⇒ (8) + 19 = 27 2nd vs ac
1d20 + 19 ⇒ (10) + 19 = 29 3rd vs ac
1d20 + 14 ⇒ (12) + 14 = 26 4th vs ac
If hits
1d8 + 3 ⇒ (2) + 3 = 5 1st damage
1d8 + 3 ⇒ (8) + 3 = 11 2nd damage
1d8 + 3 ⇒ (6) + 3 = 9 3rd damage
1d8 + 3 ⇒ (6) + 3 = 9 4th damage


Jon's arrows send the last wraith to its final rest. As it fades away an amulet is left behind on the ground.


Female Human Cleric / 9

Looking over Axel and Jon "The two of you are hurt pretty bad, we aren't going any further today.." After appraising relative health Savannah decides to cast restoration on Jon.

Jon your con dmg is healed but not the health from it


Female Human Cleric / 9

"I'm sorry Axel but I will need to pray some more before I can heal you too. In the morning you will feel much better."


M Halfling Warlock 9

Flim casts detect magic before reviewing the amulet

1d20 + 12 ⇒ (2) + 12 = 14


Male Dwarf Barbarian / 9

Ahh, Savannah, no worries fer me. A good meal, and some ale shall content me fer the night.


Flimflam examines the amulet, while Savannah soathes the rangers wounds.

Flimflam:
Periapt of Health: The wearer of this blue gem on a silver chain (worn on the neck) is immune to disease, including supernatural diseases.

What preperations are you all making to camp/rest?


M Halfling Warlock 9

"Lets move back into the tunnel we just came through and set up my hut. Hey this amulet makes you immune to disease, can anyone use an amulet?"


Female Human Cleric / 9

"That's a pretty amulet, I could use it, besides will keep me from getting the diseases I keep healing you guys from..."


Yeah the amulet would probably clash with the dragon on my neck. Its all yours! I guess the tunnel will be fine for a nights rest.


Male Dwarf Barbarian / 9

And I prefer hairclips and nipple rings. . . Lets keep moving !!


You have several choices, you can go back where you came, explore the pool/river, or explore the cliff.


M Halfling Warlock 9

let's look for the dragon horder starting with the pool/river


Sounds good to me! Perception on pool/river
1d20 + 22 ⇒ (4) + 22 = 26


Jon belives the current in the pool is very strong and is probably not a good idea to venture into it without a solid plan.


M Halfling Warlock 9

Flimflam let's out a sigh "I can swim and fly... if someone is going in I guess it's me..."


M Halfling Warlock 9

"Tie this to Axel and yourself and I will dive in and check it out" Flimflam hands a rope to Jon

Once he is done I'll dive in and look around

1d20 + 14 ⇒ (18) + 14 = 32


M Halfling Warlock 9

Swim Check 1d20 + 10 ⇒ (17) + 10 = 27


John does as he is instructed and looks for something else he can anchor the rope to just in case.
1d20 + 22 ⇒ (19) + 22 = 41perception check for something else to tie off to
"Hold still Axel! We are fishing with Warlock bait!"


Flimflam spends quite a bit of time in the water, once he comes out he is holding a small drinking horn. He did not note any other items in the water, but believes he spied a way out up stream, down steam, and in a small hole in the bottom on the western side where the water is calmer.

Drinking Horn of Plenty: at a command the horn will provide any liquid you request (room temperature, so liquid gold/iron/silver doesnt work)


M Halfling Warlock 9

"Great went fishing and all I got was a drinking horn...anyone know a dwarf that would like unlimited ale???"

Unless we have strong swimmers not sure we can go taht way, likely will need to continue down the current path We also need to search the later room for treasure


Male Dwarf Barbarian / 9

Swim is +11. I am game for whatever !! LMAO!!


My Swim is at +12. So I am willing to roll on that


Female Human Cleric / 9

Mine is -3 but I'm willing to give it a go assuming we tie a rope to me so you can pull me through :P


M Halfling Warlock 9

Flimflam shrugs and dives back into the pool in the calm area to scout out the hole. Assuming I have enough room and it's safe on the other side will tie off rope on that side and take it back to the group


It is a relatively easy to get through the watery tunnel with the rope that Flimflam provies. You come out in a small circule room with two doors. The western door is ajar and leads to some stairs but the door to the east is locked.


M Halfling Warlock 9

FlimFlam shaking off "After what we just went through why take the easy way... Anyone want to peak in the one while we work on the other? "


"Yeah I will take a look in the other room"
perception in other room
1d20 + 22 ⇒ (8) + 22 = 30


Jon notices that there are steps leading further down and assumes it goes to the next major level of the dungeon.


After some time working on the locked door you get it open, and it leads into a room with 4 floating doors with signs on them.


Female Human Cleric / 9

Can we read the signs?


The northeast door indicates that it opens to a small grove frive miles from Fairhill(far away) and is one way only.
The northwest door indicates leads to an oasis 400 miles to the south but it is two way.
The southeast portal indicates it leads to the Upper Temple of Orcus that is located on your current level and is one way.
The southwest portal leads to the lair of the Spider Queen and it is two way.


M Halfling Warlock 9

"Spider Queen huh.... gonna be a bad time... Temple of Orcus on the other hand... that's what we are here for... And if need be we can go back through"


Male Dwarf Barbarian / 9

"Make up yer mind lad . . first ye say its one way, then ya say we can come back thru it?"


Sounds like we are headed southeast. Jon motions his approval to Flim Flam
"I have had enough of poison. I'll not waste my time on a spider queen unless it is necessary."


The collects itself and walks through the southeast portal and immediatly appear in an empy room full of bones and debris. There is a corridor leading to the east and one leading to the southwest.

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