Dunkel Diggerson |
Not sure if we still need to finish off something..
Mega-Dunkel takes a chop at any undead that still stand unnaturally against his allies.
Waraxe 2H, Power, Bless, Enlarged: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 for 2d8 + 10 ⇒ (4, 4) + 10 = 18
Dunkel Diggerson |
Why, how dwarvy!
Dunkel eyes the necromantic blob warily, relaying what he remembered earlier (scroll up to see).
The then surveys the room, the entryway and the rubbel, a grin slowly spreading over his face.
Perception (with +2 stonecutting: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
"Time fer th' diggin' tools!"
Standard Pregen |
Perception: 1d20 + 8 ⇒ (11) + 8 = 19.
"Whoa there Dunkel, before we start mining, we should probably see what is behind the door further up the wall; I would *hate* to be ambushed whilst we are busy digging..."
Doubtful |
Am going to assume Amiri can roll a 4 or higher to finish it off... =)
Doubtful breathes a brief sigh as the last of the current attackers cease to do so.
He eyes the strange growth in the center of the room suspiciously, as Dunkel repeats what he knows about the thing.
"So this is causin' all the bad stuff?" He asks, not quite believing it. "It looks ... "
He stops, and shakes his head. "Hells, I don't know what it looks like."
"But it can't be good!" He adds, with finality.
"Those things were feeding on it." He reminds everyone gloomily, a moment later. "We're gonna have to destroy it, aren't we?" He adds unhappily.
He pokes it with one booted foot, tentatively, trying to see how tough it actually is, or if its responsive.
Does it have some sort of DR? Could we destroy it? Or is it too massive?
He points morosely at the other door when he comes across it, and eyes the area around it suspiciously.
Perception w/ Stonecunning: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
as a reminder, both dwarves get a free passive 'stonecunning related perception check' if they pass within 10' of something it applies to
GM Lari |
Yes, but neither of you got close enough to it during combat. Also, you have the special item from Bonekeep 1, correct?
Doubtul and Dunkel both find a secret door in between the collapsed passage and the accessible door. It is locked.
Doubtul's foot tingles when it touches the Polyp. You feel like that should have been rather painful.
While it's theoretically possible to get through the secret door, the Disable Device check is virtually impossible even for characters specialized in that sort of thing. It leads to the second level as a hook for a possible future scenario, the Labyrinth of Hungry Ghosts.
The Polyp is surprisingly tough. Taking your average damage rolls from everyone's effective modes (Doubtful flurrying, Amiri and Dunkel Power Attacking, etc), it takes you seven rounds to kill the thing (six if you do it fast enough that Dunkel's still big and if Amiri wants to rage).
The hacked pieces rapidly begin to devolve into vile smelling watery gruel, and you hear a keening wail echoing, but only in your mind.
It has fast healing and hardness, and direct contact (like an unarmed strike) does negative energy damage, which Doubtful is able to ignore.
Doubtful Flurry: 15
Amiri Power Attack: 21
Dunkel Power Attack: 17
Jair: 2
Imrana: 4
59->49->43
Does Dunkel finally get to live up to his family name, or will we be going through the accessible door first?
Imrana Reza |
Imrana stops and says a prayer to Pharasma after the room has been cleared of undead taint.
"We truly did the Lady of Graves' work today. The Great Nex would be most pleased to see that we have sent so many back to their rightful place in the Boneyard."
Doubtful |
Having surrounded himself with negativity his whole life, the negative energy surrounding the polyp does not even come close to getting past Doubtful's resistance to such things.
Oh, hey, the nexus crystal comes in handy! Wee!
I'm with Amiri... clear the area first... then get to the diggin'!
Jair Whisper |
May be, before opening the door, we can pause for a day to rest a little. I'm very weak and my spells are quite ineffective against undead.
The Captain tell us that we have 3 days, so I think we can take one to rest
Standard Pregen |
Amiri looks doubtful.
"What if there are more ghouls beyond the door? They are intelligent enough to come after us whilst we rest. I would prefer to push on... We can certainly rest before digging out the collapsed corridor."
Dunkel Diggerson |
Dunkel gives Jair a look.
"Rest!? But, we have diggin' t' do!"
Dunkel sets his axe down and immediately begins measuring, taping off an area, making sketches, roping off an area and essentially doing a whole lot of prep work for the planned dig site.
He looks up from his work as Amiri lines up at the door.
"Ah, 'course th' door first."
Picking up his axe, he stands at her shoulder and gives her a nod to open the door.
Doubtful |
Get Amiri healed up first! We have a couple of spare CLW potions at the very least.
Doubtful can lend his wand of the same to the cause for whatever remains
"Dunno how long to dig that out." Doubtful mutters, pointing at the collapsed section Dunkel is busily taking measurements on.
"Four hours, four days?" He asks morosely, shrugging, sure its closer to the later.
"Dunno if Captain Benarry's time limit is accurate either." He adds, clearly in the firm belief that it probably isn't.
It is clear the dwarf wants to get this done as quickly as possible before all his suspicions prove true.
Aye, check the room now! We can rest while we work the dig site.
GM Lari |
Once you've all had a chance
This large chamber has a relatively low ceiling. The far southwest wall is set at an angle, and against the center of the wall sits a heap of bones and skulls resembling a large makeshift throne. To the left of the throne sits an oak and brass sea chest, carved with images of sea serpents chasing their own tails.
Two festrogs, two ghouls, and one other creature Pink border, looks like the large image on map. Religion to ID. are in this room. The creature unlike the others, wears a decaying turban. He stands before the throne of bones.
Imrana: 1d20 + 6 ⇒ (6) + 6 = 12 *
Dunkel: 1d20 + 7 ⇒ (4) + 7 = 11
Amiri: 1d20 + 8 ⇒ (2) + 8 = 10 *
Doubtful: 1d20 + 10 ⇒ (11) + 10 = 21 *
RV: 1d20 + 11 ⇒ (8) + 11 = 19 *
Red: 1d20 + 2 ⇒ (20) + 2 = 22
Blue: 1d20 + 2 ⇒ (5) + 2 = 7 *
Yellow: 1d20 + 1 ⇒ (11) + 1 = 12 *
Green: 1d20 + 1 ⇒ (11) + 1 = 12
Once you enter the room, please make a fortitude save vs. poison. This guy smells nasty.
Standard Pregen |
Amiri hustles into the room, and takes a swing at the closest opponent.
Which still leaves her more than a 5' step away from the ghouls, conveniently ;-)
Fort: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11.
GM Star Re-roll: 1d20 + 6 + 2 + 5 ⇒ (6) + 6 + 2 + 5 = 19.
Bastard Sword: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25, for 2d8 + 7 + 3 ⇒ (1, 3) + 7 + 3 = 14 damage.
Jair Whisper |
Know. Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Jair prefers to not enter in the room. But seeing Amiri moving in and attacking she decides to help her comrades and draw her wand of bless, using it.
May Secret Knowledge guide you in your fight.
Bless : +1 moral bonus to attack and against fear effect.
Doubtful |
"Oh... This again." Doubtful says morosely at the sight of another large group of undead and Amiri charging gleefully into them.
With a put-upon sigh, he follows the barbarian into the fray..
hmmm... Cant move myself on the map at present...
But want to end up in the square one east and one south of Amiri.
Single move then ready an action to kick the first thing that gets close enough... Probably the blue ghoul...
unarmed strike, bless: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13, for 1d8 + 3 ⇒ (2) + 3 = 5 damage
GM Lari |
Amiri Fort: 1d20 + 6 ⇒ (2) + 6 = 8 Amiri's gonna have some boils break out eventually.
The turbaned creature barks an order at his Ghoul companion.
"Go round the female!
You recognize him as a ghast, a more powerful ghoul. His stench aura can sicken foes.
The creature does so, provoking from Amiri, though she misses. It bites at her.
AOO: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
The ghast then steps forward and attacks.
Bite: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 I believe this hits due to the charge
Claw: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Claw: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Bite: 1d6 + 5 + 2d6 ⇒ (4) + 5 + (4, 2) = 15
Claw 1: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (2, 1) = 10
Claw 2: 1d6 + 5 + 2d6 ⇒ (6) + 5 + (4, 1) = 16
Ghoul Fever: 1d20 + 6 ⇒ (18) + 6 = 24
Paralysis: 1d20 + 6 ⇒ (2) + 6 = 8
Paralysis: 1d20 + 6 ⇒ (8) + 6 = 14
Paralysis: 1d20 + 6 ⇒ (2) + 6 = 8
41 damage over 3 attacks, plus paralysis for 1d4 + 1 ⇒ (3) + 1 = 4 rounds. I hope Amiri healed up between combats. Imrana is up.
Doubtful |
Hmm... the ghast was 5' away, it was too close to charge (oh, or is that from Amiri charging? Just adding to hit rather then subtracting from AC? ok, that makes sense =))
The Ghoul on the other hand, moved a fair bit... I can't see any path it could have taken to where it ended up that didn't threaten from Doubtful... so he would have gotten an AoO and his readied action going off) (oh, unless that was Doubtful's AoO ... just with the wrong name =) Double whiff?) Though I suppose he might have had to provoke from both of us to get there, hard to tell.
whatever the case, not an auspicious start...
GM Lari |
+2 for the flank. 17 misses the AC listed in Amiri's headline, but it looks like she added a charge bonus to her roll, which would make it hit. If she's raging it hits either way, if she didn't charge or rage, that attack can be disregarded.
Added the route the ghoul took. He's not so smart, but boss guy is.
Imrana Reza |
Imrana steps into the doorway and fires a blast of pure positive energy at the ghoul in front of her.
"Fall! In the name of the Great Nex and the Lady of Graves."
Disrupt Undead (point blank shot, bless): 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 24
Damage (point blank shot): 1d6 + 1 ⇒ (3) + 1 = 4
Jair Whisper |
consider Amiri healed up as Jair's only job is to heal people and cast bless
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
4 wand charges to heal Amiri at full
GM Lari |
Ok. So Amiri was back to full, then took 41 points of damage, leaving her with 4 regular HP and 8 Temporary remaining
Imrana's positive energy hits the closest ghoul.
Blue: 4
With a groan, the remaining ghoul and festrog collapse to the ground. Missed the 4 player adjustment
Dunkel, then Amiri's first round of paralysis, then Doubtful.
Doubtful |
Hrmm... not sure where Dunkel's gotten to. Was really hoping he'd post and take out the ghoul before I decided what to do...
But its been a day, so, ok... will post this as an if/then
If Dunkel is able to kill the ghoul, Doubtful will 5' step SE of the ghast, and flurry on it, using 1 ki to raise his AC by 4. If Dunkel is not able to kill the ghoul, Doubtful will instead 5' step SE of the ghoul, and flurry on it instead, and not spend any ki.
Flurry1, bless: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Flurry2, bless: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15, for 1d8 + 3 ⇒ (8) + 3 = 11 damage.
edit: confirmation: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22, for an additional 1d8 + 3 ⇒ (6) + 3 = 9 damage.
edit2: oh, and probably say something suitably gloomy while he does either.
GM Lari |
"Such a feast! I haven't eaten so well in decades!
The ghast turns his attentions to Doubtful, sinking his teeth in.
Bite: 1d20 + 11 ⇒ (20) + 11 = 31
Claw: 1d20 + 11 ⇒ (15) + 11 = 26
Claw: 1d20 + 11 ⇒ (15) + 11 = 26
Bite Confirm: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Disease: 1d20 + 8 ⇒ (10) + 8 = 18
Paralysis: 1d20 + 8 ⇒ (12) + 8 = 20
That was an extremely well timed use of ki, apparently. 8 Damage, and you're not paralyzed or feverish. Also, I forgot Dunkel's Fort save.
Dunkel: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
That was some of the best rolling I've seen from the forum roller ever. I must have pleased the great and powerful RNG (though not enough to hit AC 27). Imrana is up, followed by the remainder of the party.
Doubtful |
ah ha! =) Its kinda scary in here, your RSS reader is probably avoiding the potential carnage.
this ghast scares me...
If you're going to join the fun, move and ready, for flank with the other dwarf. (and I wouldn't say no to a dwarven waraxe crit about now)
If not, ignore me! =)
Imrana Reza |
Imrana gives a single clap as all the undead fall except one.
"A wonderful job, everyone! Only one remains!"
Imrana rushes forward, firing off positive energy at the remaning undead, apparently the leader.
Disrupt Undead (point blank shot, bless): 1d20 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Damage (point blank shot): 1d6 + 1 ⇒ (3) + 1 = 4
In her rush, she almost trips and her aim goes completely wide.
Move action to move 30 feet, standard action to cast and fire Disrupt Undead
Dunkel Diggerson |
Dunkel advances as quickly as his stubby legs will take him.
"Get 'im Doubful!"
Dunkel then readies a coordinated strike with his kin.
Ready for Doubtful to step into flank, then whack!
Waraxe 2H, Power, Bless, Flank: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16 for 1d10 + 9 ⇒ (8) + 9 = 17
Doubtful |
heh... not quite the waraxe crit I was hoping for =)
Doubtful does indeed step into the flanking position, though does not look nearly so enthused about it as his dwarven counterpart.
Frowning unhappily, he starts kicking the ghast once again, dodging too and fro with surprising quickness... though its clear its taking a toll, as his breathing begins to become labored.
5' step to flank, burn another ki point for the AC bonus (only 1 left... hope this doesn't go on for much longer!), then flurry of blows!
Flurry1, flank, bless: 1d20 + 10 ⇒ (17) + 10 = 27, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
Flurry2, flank, bless: 1d20 + 10 ⇒ (12) + 10 = 22, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
GM Lari |
While Dunkel misses, both of Doubtful's slugs hit. He receives a savage mauling in retaliation, though is fortunate enough to maintain muscle control. The ghast then ducks out of the flank.
Bite: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Ghoul Fever: 1d20 + 8 ⇒ (10) + 8 = 18
Paralysis: 1d20 + 8 ⇒ (20) + 8 = 28
Claw1: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Paralysis: 1d20 + 8 ⇒ (15) + 8 = 23
Claw2: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm: 1d20 + 11 ⇒ (13) + 11 = 24 Ki to the rescue again
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Paralysis: 1d20 + 8 ⇒ (8) + 8 = 16
28 points of damage
The party is up. This is the last round Amiri is paralyzed.
RV: 28
Imrana Reza |
It happens :/
Still, I have faith we will triumph :D
"Your undeath will end today, foul creature!"
Imrana draws upon her bond to her ring to call upon one of the spells deep within her consciousness.
Imrana is casting Magic Missile through her arcane bond
Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Doubtful |
gotta love her optimism =)
Waiting for Dunkel to decide what to do...
If we're in it 'til the end, move and ready like last round seems the order of the day.
sadly, still one hit from down.
trying to decide if I do the AC thing for my last ki point, or try for as much damage as possible on my last round instead. hmmm...
Does it look like we're even making a dent here?