Igneous Cobalt |
Igneous keeps his hands free but his weapon loose in its sheathe on his back.
His attention is as focused on the back as it is in the front, many are the beast that prefer to pick off from the back versus the front. Well, underground anyway...
I am ok with taking 10 or 20. Slow going = longer life spans.
Mottied |
The walls are sturdy enough to stand upright but with enough force somebody can knock down these walls with a few good hammer whacks.
Everybody is able to take 10/20 on perception checks if you would like just let me know. Remember taking your time is not always a good thing, Who knows what's lurking around these parts and what they know. I will look into the google drawings later tonight.
Morthak Bonerattle |
Everybody is able to take 10/20 on perception checks if you would like just let me know. Remember taking your time is not always a good thing, Who knows what's lurking around these parts and what they know. I will look into the google drawings later tonight.
I'd prefer to take 20 and move forwards slowly. It would make us run into wandering monsters more often (if there are such a thing in this adventure), but that I don't mind so much. If a monster walks somewhere, then we know that where the monster walked is probably safe.
Red Feather |
Red Feather checks the suggested door to see if it's locked. He then does a quick inspection before opening the portal.
1d20 + 7 ⇒ (14) + 7 = 21 Perception
Mottied |
Red feather does not see any traps and upon cautiously opening the door he sees.
The angled northwestern wall of this room is a mosaic depicting numerous different kinds of plants and animals, most of which are immediately recognizable to the characters. The central figure in the mosaic is a dark, human-like figure that was once carrying something, but the glass tiles of the carried object have all been broken away, revealing the plaster behind them. Wet plaster has given way in several other places, most of which are near the ceiling. There is nothing otherwise unusual about the mosaic itself.
In the places where the plaster has begun to rot and fall away due to seeping water, there are several nests of giant centipedes. Most are asleep but some manage to wake up and scurry towards Red Feather.
Init Cobalt: 1d20 + 0 ⇒ (1) + 0 = 1
Init Harnet: 1d20 + 3 ⇒ (19) + 3 = 22
Init Malazzesh: 1d20 + 3 ⇒ (13) + 3 = 16
Init Red Feather: 1d20 + 3 ⇒ (12) + 3 = 15
Init Erigga: 1d20 + 4 ⇒ (6) + 4 = 10
Init Morthak: 1d20 + 4 ⇒ (5) + 4 = 9
Giant centipides: 1d6 ⇒ 6
Centipides 1init: 1d20 + 2 ⇒ (8) + 2 = 10
Centipides 2init: 1d20 + 2 ⇒ (14) + 2 = 16
Centipides 3init: 1d20 + 2 ⇒ (5) + 2 = 7
Centipides 4init: 1d20 + 2 ⇒ (4) + 2 = 6
Centipides 5init: 1d20 + 2 ⇒ (9) + 2 = 11
Centipides 6init: 1d20 + 2 ⇒ (20) + 2 = 22
Init order:
Harnet
Malazzesh
Red feather
Erigga
Morthak
Cobalt
Harnet
Centi 6
Malazzesh
Centi 2
Red feather
Centi 5
Erigga
Centi 1
Morthak
Centi 3
Centi 4
Cobalt
Harnet Drogovis |
Harnet seeing the vermin wriggle out of their holes, moves forward and loads his crossbow, "Lookout my friends, we've disturbed a nest of creepy crawlies. All legs and teeth!"
Knowledge(Nature) untrained 1d20 + 4 ⇒ (12) + 4 = 16
Red Feather |
Sense I'll be travelling for work quite a bit tomorrow, I'm going to go ahead and post Red Feathers actions, since he probably won't effect anyone elses actions. Just bot him if things don't make sense.
1d20 + 1 ⇒ (7) + 1 = 8 Spear Strike (Flurry of blows)
1d20 + 1 ⇒ (6) + 1 = 7 Spear butt attack (Flurry of blows)
Wow! What a start. NO need to roll damage on that steaming pile of die offal.
Morthak Bonerattle |
"Hmph. The dead do attract vermin."
I'm going to post a conditional action now that assumes there are some centipedes that still have not moved and are flat-footed. If Malazzesh or Harnet have blown them all up then I will have to re-do things.
Round 1
Morthak trots into the room, drawing a pair of daggers as he moves.
He eyes the centipedes that have not yet moved, and throws a dagger at them.
* I plan on being 20' or so away from my target (so -2 to hit for range) and will probably end up around where the red star is. However, I won't aim at a target that is engaged or has cover from me.
* FYI after throwing a normal dagger I will still have 1 other dagger in my hand which is a mithral one.
* If that's not possible I will move into melee with a flat-footed centipede if I can, but will draw the other mithral dagger instead of a normal one and will fight defensively (which will give me an additional net -1 on the to-hit roll and +2 to AC).
Thrown Dagger (sneak attack): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 221d3 - 1 + 1d8 ⇒ (3) - 1 + (4) = 6
* If I can't do either of those things then I will have to re-do things when my turn actually comes up.
Morthak Bonerattle |
The centipedes that are out of their nests are not flatfooted.
Normally if a creature hasn't acted yet in the first round of combat, it is flat-footed, even if it is not a surprise round. Morthak was ready for a fight, but he is still flat-footed until his action happens. A big part of how rogues work is built on this, as they tend to have good initiative.
If there aren't flat-footed targets then I will just have to wait to see what I can do; without flat-footed or flanked targets I do almost no damage. My actions won't resolve for a while anyway.
Malazzesh |
The goblin gleefully rushes forward and tosses a small bladder towards some of the centipedes. It lands with a little "splut." Then a BOOM.
Tossing an Explosive Bomb at Centipede #3. 10' splash, 5 splash damage, DC 13 Reflex save for half damage on the splash.
Touch Attack: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Erigga Ironheart |
Erigga sidesteps so she is besides Red Feather and bashes her mighty shield against the mindless creatures.
Attack (shield bash), brawler's fury, power attack: 1d20 + 7 - 2 - 1 ⇒ (20) + 7 - 2 - 1 = 24
Damage (shield bash), power attack: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Critical Attack? (shield bash), brawler's fury, power attack: 1d20 + 7 - 2 - 1 ⇒ (10) + 7 - 2 - 1 = 14
Critical Damage? (shield bash), power attack: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Attack (shield bash), brawler's fury, power attack: 1d20 + 7 - 2 - 1 ⇒ (15) + 7 - 2 - 1 = 19
Damage (shield bash), power attack: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15
If the first one is slain (probably), she wound attack the other with her second attack.
Mottied |
One of the centipedes scurry's towards Harnet trying to lock it's jaws into him.
Centi 6 att: 1d20 + 2 ⇒ (12) + 2 = 14
Centi 6 dmg: 1d6 - 1 ⇒ (3) - 1 = 2
poison: 1d3 ⇒ 1dex damage. dc 13 fortitude negates.
Malazzesh's bomb expands engulfs one of the centipedes and burns the rest.
centi 4 reflex: 1d20 + 2 ⇒ (1) + 2 = 3
centi 5 reflex: 1d20 + 2 ⇒ (10) + 2 = 12
centi 2 reflex: 1d20 + 2 ⇒ (18) + 2 = 20
2 dmg
centi 1 reflex: 1d20 + 2 ⇒ (3) + 2 = 5
The last centipede goes around erigga, then dashes at Malazzesh.
Centi 2 hit: 1d20 + 2 ⇒ (13) + 2 = 15
Malazzesh deftly dodges the charging vermin
In the meanwhile Red Feather is having trouble pinning down the centipide near Malazzesh
Erigga now focuses her attention to the centipede next to her and promptly squashes it with her foot.
Morthak and Igneous more then manage to take out the creature under Harnet.
Harnet roll a dc 13 fort save six times until you resolve the poison. Each round that was missed take a point of dex damage.
Well that was an extremely quick fight.
Would you guys like to head back towards the hallway or check the door inside this room?
Morthak Bonerattle |
Morthak and Igneous more then manage to take out the creature under Harnet.
For the record, there were no flat-footed enemies by the time my turn came around (Malazzesh blew up the two that still would have been flat-footed to me), so my attack would not have resolved.
Harnet Drogovis |
Fort Save 1d20 + 2 ⇒ (15) + 2 = 17
Despite the suddenness of the attack and the pain from the blood trickling down from the wound in his leg, Harnet's body fights back against the poison, "Remind me, that's the last time I enter a room first!" the wizard says as he looks at the dead vermin on the floor. "I am indebted to you, damn vermin." He looks around the chamber, "Don't suppose there's anything in here of interest, is there? If not I suggest we go along the corridor to clear the rooms close by in case we need to make a quick exit."
Harnet takes out some paper and ink, stepping around the room, he carefully sketches it onto some paper, and enters the words Damn vermin chamber.
Perception 1d20 + 3 ⇒ (12) + 3 = 15
Harnet has map making as a craft, so will make a map as they go round in each room, taking a 10, so 10 + 10 = 20 for craft mapmaking
HPs=16/18
Red Feather |
"You do not think we should try the other door in this room first? It is right here".
Red Feather walks towards the other door in this room.
Morthak Bonerattle |
"You do not think we should try the other door in this room first? It is right here".
Red Feather walks towards the other door in this room.
"That was my thought." Morthak eyes the door the party came through. "Does anyone have any spikes, or some other means to keep others from coming behind us?"
Erigga Ironheart |
Red Feather wrote:"That was my thought." Morthak eyes the door the party came through. "Does anyone have any spikes, or some other means to keep others from coming behind us?""You do not think we should try the other door in this room first? It is right here".
Red Feather walks towards the other door in this room.
"Aey, we have a dwarf on our backs!"
Malazzesh |
Malazzesh dances a little jig. "Haha, you see that? Bugs burn really well!"
Looking at the door, the goblin considers. "Maybe I hide alchemist's fire to blow up anyone who walks through the door!"
I have Craft(Trapmaking). Don't know how much use it'll be, but I got it.
Mottied |
Door 1
Morthak and malazzesh 31 at doors; 21 constant
Perception Harnet: 1d20 + 3 ⇒ (1) + 3 = 4
Perception Cobalt: 1d20 + 1 ⇒ (6) + 1 = 7
Perception Red feather: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Erigga: 1d20 + 6 ⇒ (11) + 6 = 17
Door 2
Morthak and malazzesh 31 at doors; 21 constant
Perception Harnet: 1d20 + 3 ⇒ (19) + 3 = 22
Perception Cobalt: 1d20 + 1 ⇒ (6) + 1 = 7
Perception Red feather: 1d20 + 7 ⇒ (19) + 7 = 26
Perception Erigga: 1d20 + 6 ⇒ (19) + 6 = 25
Inside the room
Morthak and malazzesh 31 at doors; 21 constant
Perception Harnet: 1d20 + 3 ⇒ (9) + 3 = 12
Perception Cobalt: 1d20 + 1 ⇒ (5) + 1 = 6
Perception Red feather: 1d20 + 7 ⇒ (18) + 7 = 25
Perception Erigga: 1d20 + 6 ⇒ (13) + 6 = 19
This room is decorated with tapestries, although anyone looking at them immediately realizes that the rough cloth and crude sewing makes them worthless. The tapestries depict the outside of the dungeon—the demon-mouth which conceals the stairway down into this level. Around the demon-mouth, a battle appears to be raging between a small army of human archers and a larger force made up of ogres, who are led by three black-robed figures wearing helmets decorated with curling ram’s horns. These leaders are apparently human, and each one carries a mace topped with a metal skull.
In the northeast corner of the room, there is a skeleton wearing leather armor, which is pierced in several places by arrows. Luckily Red Feather informs everybody of a trap directly underneath the skeleton and it's pack.
Well this is going a lot better then my last group. Good idea on the caltrops, never too careful.
Morthak Bonerattle |
Luckily Red Feather informs everybody of a trap directly underneath the skeleton and it's pack.
Clearly taking 10 wouldn't have spotted that one.
Morthak takes out his tools once again. "Malazzesh - care to lend a hand?" He looks over the trap, trying to see how it might be disabled.
disable device: 1d20 + 10 ⇒ (15) + 10 = 25
Mottied |
While this trap was hard to spot morthak disarmed it with ease.
The skeleton is wearing leather armor, which is pierced in several places by arrows. The leather armor is worthless, and only 3 unbroken arrows can be recovered. The skeleton also has a good backpack (containing 5 iron spikes, a lantern, a pint of oil, and 50 ft. of rope), a belt pouch (200 gp), and a pair of extremely fashionable leather boots (10 gp).
Morthak Bonerattle |
Ah... a dead adventurer. Malazzesh, do you want the oil? I'm guessing the rest of the stuff can just go into a high-STR character's backpack.
Just realized we totally forgot about my riding dog Esobok. I am putting an icon for him now. I am not going to ride him in the dungeon but will take 10 on handle animal to have him have "standing orders" to defend me. I am adding an icon for him now.
Erigga Ironheart |
A spreadsheet would be nice! Especially in those dire situations when a simple item could save our lives!
Erigga inspected the skeleton closely. This could be me or Uncle Igneous if the little ones did not spot this... More and more I think it was wise to bring them along... even if I'd prefer another Halfling instead of the goblin...
"I guess we move ahead, right?"
Harnet Drogovis |
Know(History) 1d1 + 8 ⇒ (1) + 8 = 9 for more details on who the black robed leaders might be and the skull faced mace.
As the other move on to disable the trap, Harnet studies the tapestry, trying to remember if he's come across such legends before. Interesting, I expect that weapon would be a find, and those in the robes, maybe they have some interesting items for the arcane arts. He stares deep n thought, until he hers the sound of coins being picked up. He turns, "Well done my friends, seems you've found a universal treasure, one that brings many benefits." Harnet smiles as the coin glints in the light of a torch.
"So rather than pick over those nails you laid Igneous, I suppose we head on, unless there is more to find here. Let me cast a little spell to aid our search." feeling there is more to do to aid his companions.
Harnet casts detect magic to see if there's any magic in the room.
Morthak Bonerattle |
...and each one carries a mace topped with a metal skull.
Wait... let me guess. Replicas of the Wand of Orcus?
Knowledge Religion: 1d20 + 3 ⇒ (5) + 3 = 8Sigh. Doubt that will cut it.
Morthak makes a small chalk mark by the door the party entered through. He helps search the room before preparing to go through the door to the south.
As soon as people are done looking around I say we continue.
Morthak Bonerattle |
"What do ye make o' them tapestries? Real history er just the fancy o madmen with dark dreams?"
"I know not, but too often those two things are one and the same."
Where would everyone like to head towards?
Morthak speaks quietly to the others. "Why don't Mal and I slip down to the right and have a peek around the corner? We'll be back in a moment to tell you what we see."
Stealth Take 10: 10 + 13 = 23
Morthak Bonerattle |
Updated map
Technically that is the wrong hallway, since we were going right, but I had planned to check both halls anyway.
Is there anything interesting about the hallway? You didn't give any description.
Morthak nods to Malazzesh. "An empty hall. Looks like it may link up with the first hall we found. Let's look down the other one, to see if that one is more appealing before we report back."
Stealth Take 10: 10 + 13 = 23
Harnet Drogovis |
Bit of difficulty seeing the map, has some google docs box in the middle and the map grayed out?
With a couple of scouts gone down the passageway, Harnet takes the time to map the chamber, and the direction the scouts disappeared. He wanders in the chamber checking the walls, his hunched back casting a strange shadow on the walls of the chamber.
Mottied |
Sorry about all the mistakes, I woke up late and I was rushing to a superbowl party. :p
The hallway that moves towards the east is extremely dark but when viewed under light it shows pieces of loose rubble laying around mainly focusing around the door farthest to the right.
The hallway to the west shows extremely faint light emanating from the curve.
hmmmmm.... Try it now harnet, it should be fixed.
Morthak Bonerattle |
Morthak returns quietly to the others, and explains what he has seen (go ahead and look at the map for reference).
"There is a bit of light coming from around the corner in the west hall. That might mean enemies that cannot see in the dark, which would be convenient for us. I think we should go that way."