DM Stylz |
This chamber has a number of recesses carved into the walls and a fissure in the ceiling
There is much bat guano on the floor, but it seems the bats that once inhabited this area have fled since the portcullis was opened. You proceed to the next room.
The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears
DM Stylz |
Fleur Per: 1d20 + 4 ⇒ (2) + 4 = 6
Fleur, proceeds across the bridge, where the statues loom over her and the others at the end of the bridge. She gets 10 feet across, when she hears a click as she walks. She only has moments to process what is going on as the statues in front of her slide on wheels to confront her.
Bull Rush CMB: 1d20 + 10 ⇒ (15) + 10 = 25
The statues slam into her, causing her balance to be uprooted and thrown off the bridge into the chasm below. Those above the chasm can hear Fleur fall into the chasm and a sickening thud can be heard as her body hits the bottom.
falling damage: 4d6 ⇒ (3, 2, 1, 5) = 11
The white dashed line is the pressure plate that Fleur activated. This is probably the deadliest trap in the whole place, and I gave Fleur a chance to see it before she tripped it, sorry
Fleur: -1 HP, stabilize check please
Nitkiflink Stormfizz |
Nit dives onto the bridge and reaches for Fluer. Nooooo! His hand reaches too late as he hears the crunch. Someone get a rope. Quick!
Fleur Roseleaf |
stabilize check -1hp: 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14
Fleur has only moments to think as she goes flying back into the pit, "I'm flying!!!" Thud. She looks like the fall has knocked her out, but still breathing.
DM Stylz |
The other members are able to securely hold the rope and Waruk is able to retrieve the limp body of Fleur. Waruk lies Fleur's body on the cold ground, her chest is moving up and down, she appears to be alive, and has suffered only a few contusions and scrapes as she bounced off the chasm wall.
Fleur: -1 and stable
Hootie Bell |
Hootie looks her over.
Heal 1d20 + 1 ⇒ (10) + 1 = 11
Do we have any other healing potions on us?" she asks, worried at Fleur's condition.
DM Stylz |
This is the stuff you found in the room past the wood golem: There is wand of cure light (10 charges, CL 1), a scroll of lesser restoration, a wand of magic missile (10 charges, Cl a), scroll of scorching ray, 2 oil of magic weapon, potion of bear's endurance, potion of cat's grace, a masterwork battleaxe.
I would presume that either Hootie or Nit would have grabbed the CLW as they can both use it. Whether or not you already drained the charges I cannot recall.
Fleur Roseleaf |
I believe only Fleur could use the wand of CLW which still has ~6 charges. Each hour while stable and being cared for, Fleur as a chance to wake up DC10-neg hp con check. Once awake she can use the wand or cast her last spell to heal herself.
Con check to wake up 1st hour : 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Con check to wake up 2nd hour : 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Con check to wake up 3rd hour : 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18
wand CLW : 1d8 + 1 ⇒ (8) + 1 = 9
Hootie Bell |
What wouldn't I give for smelling salts. lol
Fleur Roseleaf |
wand had 4 charages left, now 3 charages after using one to revive Fleur, where the party waits three hours for Fleur to use the wand herself or the Ranger Hootie uses it on Fleur.
Fluer is awake, "What happed? One moment I was waking forward and the next I feel like I've been run over by a bull. Neverless, I'm fine now let's push on!"
Nitkiflink Stormfizz |
Nit will take the Scroll of Scorching ray and wand of magic missiles. Nit can't use the CLW wand as he is a sorcerer and isn't trained in UMD yet.
Nit spends a while looking after Fluer. As she awakens he sighs in relief. Are you alright? I thought you were done for there.
Hootie Bell |
Hootie will use the wand.
"Glad to see you up."
Fleur Roseleaf |
perception : 1d20 + 4 ⇒ (17) + 4 = 21
-Posted with Wayfinder
DM Stylz |
The statues rolled back on hidden wheels after the slam into Fleur. As Fleur and Tannivh's familiar account ahead, they both spot a strange patch on the floor that is slightly discolored. You stop before you set the deadly trap off again.
you can get running starts, so a DC 10 acrobatics check to jump over the pressure plates.
Fleur Roseleaf |
Fleur tells the others "Give me room, I bet I can clear that trap!" With a running start she leeps up into the air landing just past the plates catching her balance not to fall back.
acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Once across the she hacks the two statues on hidden wheels for the safety of the the side until they can no longer function.
DM Stylz |
Fleur jumps over the pressure plate, barely making it. She than proceed to take 30 minutes to hack the heavy statues to bits to allow the others to cross.
After hacking and smacking is done with, you proceed to what you hope is the final room of the crypt.
The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.
Waruk, enters the crypt, and as he step is a dry mirthless laugh can be heard echoing through the room.
So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate. With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.
DM Stylz |
Initiative:
Fleur 1d20 + 6 ⇒ (14) + 6 = 20
Waruk 1d20 + 2 ⇒ (17) + 2 = 19
Hootie 1d20 + 5 ⇒ (13) + 5 = 18
Nitkiflink 1d20 + 6 ⇒ (18) + 6 = 24
Tannivh 1d20 + 5 ⇒ (20) + 5 = 25
Raven 1d20 + 4 ⇒ (5) + 4 = 9
Me 1d20 + 6 ⇒ (7) + 6 = 13
Round 1:
Tannivh: go
Nit: go
Fleur: go
Waruk: go
Hootie: go
-----
Asar:
-----
Raven:
Hootie Bell |
Hootie rushes forward.
"Hold him down, there's so many of us! If we can hold him down, our collective might will pin him." she calls out even as her arms streteches out.
CMB ha ha ha ha ha. I'll take the AOO! 1d20 + 1 ⇒ (6) + 1 = 7
Hootie Bell |
Sigh. Delay then till I can just move in and grab the bag of bones. Hadn't realised I'm so far from the Bone guy until I saw the map.
Waruk |
Waruk will charge and start his last 2 rounds of rage
atk: 1d20 + 9 ⇒ (4) + 9 = 13
dmg: 1d10 + 13 ⇒ (8) + 13 = 21
enemy hasn't acted so I am hoping that he flat footed lol
Nitkiflink Stormfizz |
Army of the Dead? I only see one!
Nit moves into the room as he chants to himself. Begin to cast Enlarge Person.
DM Stylz |
Maruk rushes in and attacks the enemy before it has time to react. As he rushes forward, he can see 4 other skeletons in the alcoves to the east and west. He thinks this must have been the "undead army" the creepy guy spoke of. This breif thought, is enough to distract him from landing a blow on the major threat, as his blade clangs off the lead skeleton's armor.
Hootie delays for when she get get closer to the undead jerk-face. Nit begins to cast a spell, but the precise movements take him a little while longer that usual to properly cast it.
Round 1:
Tannivh: go
Nit: EP will finish round 2
Fleur: go
Waruk: charge miss
Hootie: delay
-----
Asar:
green:
yellow:
purple:
blue:
-----
Raven:
Tannivh Purtham |
Tannivh moves 30' forward, turns right, and casts with a stick of butter.
A patch of grease appears under two of the deadites and a five foot extent behind them.
30' move, grease DC16 ref he picks the side Waruk charges.
Hootie Bell |
Hootie will take action at the end of the Initative and move as close as possible to big evil skeleton.
Tannivh Purtham |
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
DM Stylz |
(Round 1)
Tannivh: go round 2
Nit: EP finishes, go round 2
Fleur: go round 2
Waruk: go round 2
-----
Asar: attacks Waruk and misses
green: moves and attacks Fleur
yellow: prone , than stands up
purple: moves and hits Tannivh for 4
blue: moves and hits Tannivh for 2
-----
Raven: go
Hootie: go
------------------------------
------------------------------
------------------------------
ref green, yellow: 1d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (11) + 2 = 13
acro yellow: 1d20 ⇒ 12
Only one skeleton falls on its tailbone, thanks to Tannivh's greasy antics. The one that fell flat, manages to stand up, despite not being very steady on its feet. The three still standing, move forward to attack the living that invade their master's domain.
green Fleur: 1d20 ⇒ 151d6 ⇒ 5
purple Tannivh: 1d20 ⇒ 181d6 ⇒ 4
blue Tannivh: 1d20 ⇒ 181d6 ⇒ 2
All three attacks, at their respective targets, manage to hit. The rusted, and barely functional scimitars cut and slice flesh from bone. The boss of these lesser skeletons laughs at the delight of the carnage inflicted.
Muahaha, you will soon be a part of my army.
He strides up to Waruk, and takes a mighty swing at the formidable invader. His swing is powerful, but lacks the accuracy and the blade *pings* off Waruk's equally powerful armor.
Asar longsword Waruk: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 5 ⇒ (4) + 5 = 9
=======================
Tannivh: 6 damage (2/8)
Fluer: 5 damage (5/10)
Hootie Bell |
Hootie movs forward, intending to lend aid as she clutches her club.
Short legs and too many walking bones.
Raven Carlysle |
Raven moves up and raises her wand, boosting her allies' defenses.
Please move me in front of Nitkiflink. That should get everyone but Waruk for the +1 AC.
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