Startled by the sudden illumination of his rapier, Tal turns and sees Ice putting the finishing touches on his spell. Tal gives him a nod and a smile before proceeding into the keep.
Jory is impressed with the glowing rapier. He takes out his drawing of Tal and realizes he would be much more impressive with a glowing rapier in his hand. He also thinks Tals look of astonishment is much more expressive than the any of his expressions at the ball. He makes the necesssary adjustments to Tal's face too. Jory labels the drawing 'I didn't even realize I had a glowing rapier'. He quickly put the finishes touches on the drawing, packs it away, and gets ready for action.
Sorry, just had to do it.
As Karzak searches the pile of bones, he finds a golden crown, a masterwork short sword, and a wax-sealed tin scroll tube. He also finds...a skeleton, which jumps up and attacks.
Ice Glen Inlet: 1d20 + 11 ⇒ (7) + 11 = 18
Tiann Ceriagh'u: 1d20 + 1 ⇒ (8) + 1 = 9
Jory Redcap: 1d20 + 1 ⇒ (16) + 1 = 17
Talhaearn: 1d20 + 6 ⇒ (5) + 6 = 11
Jake Hargrove: 1d20 + 4 ⇒ (15) + 4 = 19
Karzak: 1d20 + 1 ⇒ (8) + 1 = 9
Skeleton: 1d20 + 6 ⇒ (15) + 6 = 21
Surprise round init order:
Everybody else will join in round 1.
The skeleton attacks Karzak, who is flat footed.
Claw: 1d20 + 2 ⇒ (13) + 2 = 15, MISS
Tiann: 1d20 ⇒ 9
Karzak: 1d20 ⇒ 20
Karzak gets a standard or move action for the surprise round, then we will start round 1, with this init order:
Karzak watches in wide-eyed glee as the skeleton explodes. He tosses the scroll case to Ice. This is more yer speed than mine.. Then, he motions to the short sword.. Anybody want that?.
The crown, however, he picks up reverently, spinning it about to gauge the skill of it's creator.
1d20 + 2 ⇒ (3) + 2 = 5
Jory quickly adjusts the artwork to include the finely crafted shortsword glowing instead of a rapier.
"I think you have to take it, I already updated the drawing."
OK...where to now? Looks like we have a few options. Tal peers around the room. There's a narrow passage to the east and a good sized room to the south.
Eager to move on from the remains of the skeleton, Tiann indicates the open passages with her sword arm.
Well, folks, it looks like we've got some choices of where to go. Have we got any suggestions on where to go from here? Tal, maybe you'd be willing to do some scouting for us?
Another look around the cavern. Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Jory will take point and take off down the open passage. He always wanted to impress Tiann, and obviously his tuxedo came up short. Jory pads off with amazing speed for a dwarf.
"I'll scout for a bit."
Perception/Stealth 1d20 + 8 ⇒ (17) + 8 = 251d20 + 8 ⇒ (19) + 8 = 27
While contemplating the best route to take, Tal feels a rush of wind blow by as Jory scrambles away; managing to be both speedy and stealthy. For a Dwarf.
He turns to the others. I guess we're going this way?
At the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra's heads all face directly down the hallway. Its top head's mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
Jory motions to Tal and points to the fountain. He uses his hands to mimic flipping a switch and points to the mouth of the top hydra head.
Jory readies an arrow and looks to be taking a covering role now.
Tal inspects the fountain and realizes that Jory was pointing out the switch in the mouth of one of the Hyrda's heads. He glances back at Jory who seems ready to for the statue to come to life. Tal hopes it doesn't come to that.
He flicks the switch and takes a step back...
Comfortable now that everyone has made up their minds on where to go, Tiann walks up, shrugs, casts Guidance on herself, and tosses herself shoulder-first at the door.
Strength: 1d20 + 1 ⇒ (17) + 1 = 18
She looks at Jory and cannot hide the huge grin spreading across her face.
What's the matter, Jory? You've gotta put your weight into it! She claps him on the back enough for a dwarf to notice (which is a somewhat hard).
Talhaearn extends his sword into the room...Ice's light spell illuminating the way for the others. He scans the room wondering if anything can live in such a stench.
Perception 1d20 + 10 ⇒ (19) + 10 = 29
Looks like have some company in here...three beetles hiding over there in the rubbish. If only we had someone with us with impeccable artistic ability who could also fire several arrows in rapid succession.
|Ice Glen Inlet|
I don't think that spell will work on these vermin; but they don't look that all that tough to me. I'll put a crossbow bolt through one of them...get ready for the other two!
Crossbow shot at a bettle 1d20 + 4 ⇒ (15) + 4 = 19
Damage 1d8 ⇒ 1
Sneak Attack 1d6 ⇒ 1
Hmm...that's going to be tricky in this hallway unless I can stand on Jory's shoulders....you want me to roll a stealth check to see if I can make it into the room unnoticed first?
Moving through others is fine, by the way.
Jory will shift into the room coordinating with Tal of course(bottom right corner) and shoot one in the surprise round.
1d20 + 2 ⇒ (18) + 2 = 201d8 + 1 ⇒ (6) + 1 = 7
Assuming Jory meant he was moving to the bottom right corner of the room I took the liberty of moving him there.
Stealth 1d20 + 7 ⇒ (2) + 7 = 9
Edit: Apparently I stepped on a candy wrapper...
Jory stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Beetle 1: 1d20 - 10 ⇒ (5) - 10 = -5
Beetle 2: 1d20 - 10 ⇒ (11) - 10 = 1
Beetle 3: 1d20 - 10 ⇒ (6) - 10 = -4
None of the beetles wake up. You each target your closest beetle.
Tal hits B1, and it is not looking very good.
Jory hits B3, and it is an ex-beetle.
B1 and B2 wake up and begin to emit a faint light, dimmed by the dust and mold covering their bodies.
Ice Glen Inlet: 1d20 + 11 ⇒ (17) + 11 = 28
Tiann Ceriagh'u: 1d20 + 1 ⇒ (20) + 1 = 21
Jory Redcap: 1d20 + 1 ⇒ (4) + 1 = 5
Talhaearn: 1d20 + 6 ⇒ (6) + 6 = 12
Jake Hargrove: 1d20 + 4 ⇒ (17) + 4 = 21
Karzak: 1d20 + 1 ⇒ (20) + 1 = 21
Beetles: 1d20 ⇒ 20
Tiann: 1d20 ⇒ 17
Karzak: 1d20 ⇒ 18
Round 1, init 28, Ice Glen Inlet is up first.