Misarru |
Misarru inspects the door with a quick glance and waves it away.
"This could be child's play, I'll fix this."
Disable device: 1d20 + 7 ⇒ (9) + 7 = 16
"Blast, this thing is more intricate than the ones I used to work with. Better quality...Hang on. I'll need to be able to use my arms freely."
Misarru gets rid of his armor and then uses his tools to freely check on the door.
Disable device: 1d20 + 8 ⇒ (17) + 8 = 25
"Ah that should do it."
Misarru gets up, but doesn't open the door until he's got his armour back on.
Cue anything that hears the sound at the door. AC =14 until I get my armour back on.
GM Chyro |
Misarru puts back on his armor, nothing is making a ruckus yet.
Sele going in 1st again?
GM Chyro |
Lilia, there is going to be initiative rolls prior to the attack rolls :)
Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.
This temple is one dedicated to Nethys, the god of magic, in both of his aspects: protection and destruction. The writings on the walls are quotes from Nethys’s holy book.
As Sele looks left and right, he notices 2 skeletons turn their heads at him. They are ablaze and raising their weapons, they go at him.
Burning skeletons, they explode in a blaze of fire when killed. They also deal fire damage to any who they hit and a fiery aura, dealing 1d6 fire dmg to any starting their turn adjacent to them.
Round 1
Toasties
Fiery auras x2: 2d6 ⇒ (2, 5) = 7
Sorry Sele >.>, they rolled high on init.
Sele's turn (4/11)
Lilia
Misarru
Nym
Init Lilia: 1d20 + 4 ⇒ (6) + 4 = 10
Init Misarru: 1d20 + 4 ⇒ (1) + 4 = 5
Init Nym: 1d20 + 2 ⇒ (2) + 2 = 4
Init Sele: 1d20 + 1 ⇒ (17) + 1 = 18
Init Toasties: 1d20 + 6 ⇒ (14) + 6 = 20
Slash: 1d20 ⇒ 10 Dmg: 1d6 + 1d6 ⇒ (4) + (1) = 5
Slash: 1d20 ⇒ 14 Dmg: 1d6 + 1d6 ⇒ (4) + (6) = 10
Lilia Sori |
It was just standing there, with us in the door opening. I figured you'd have rolled initiative if it was hostile :P
Untrained Knowledge (Religion): 1d20 + 0 ⇒ (11) + 0 = 11 Max DC 10
"Sele, hold on!" Lilia calls out. "I can heal you!"
Sele the Thorn |
Religion unskilled: 1d20 + 1 ⇒ (14) + 1 = 15
"No! stop them first"
Sele the Thorn |
Sorry my 2 year old had just woken and I was in a rush, I didn't realise that it was my inits"
"Lets see if we can take them down quickly" gritting his teeth against the pain of the burns.
Greatsword Attack and Damage: 1d20 + 4 ⇒ (19) + 4 = 232d6 + 4 ⇒ (3, 5) + 4 = 12
GM Chyro |
Round 1
Toasties
Fiery auras x2: 2d6 ⇒ (2, 5) = 7
Sele's swing hits, breaking the skeleton, but it explodes however.
Death flame: 1d6 ⇒ 4 Ref Sele for half: 1d20 + 1 ⇒ (16) + 1 = 17
Sele ducks quickly enough to avoid the full dmg.
Lilia's turn.
Misarru
Nym
Sele the Thorn |
Embattled and burning Sele calls back to his companions.
"Someone take the club from my belt and use it on their brittle bones, I have this great weapon"
Lilia Sori |
I can barely do damage with a club. I have no strength modifier, and can only add dexterity to damage with my scimitar.
"Misarru, you look like you can hit hard with a club. You go first!"
Lilia delays until Misarru's taken his actions.
Perhaps the GM could allow Sele to 5-foot step away from the skeleton, after Misarru's taken the club from him? Sele hasn't moved yet, just attacked :)
GM Chyro |
I was wondering actually why he didn't. He can of course, i'd recommend it too, unless he feels like a million gp.
Misarru |
Am I allowed to get the club from Sele's side as part of my move action? If so I'll try to hit the skeleton with the club.
Misarru steps up to the skeleton and grins.
"Aww... how cute. Using fire against me?"
Attack, Club: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (1) + 2 = 3
Dooh. Anybody able to Acid Splash the remaining hp?
Sele the Thorn |
Well Sele shall take a 5ft step back
and as his move action draw the club for misarru
Because i'm relatively new to using the melee combat rules, having played characters for a while who never really used them"
GM Chyro |
Round 1
Toasties
Fiery auras x2: 2d6 ⇒ (2, 5) = 7
Sele's swing hits, breaking the skeleton, but it explodes however.
Death flame: 1d6 ⇒ 4 Ref Sele for half: 1d20 + 1 ⇒ (16) + 1 = 17
Sele ducks quickly enough to avoid the full dmg. He holds his weapon down with 1 hand to draw and keep out his club.
Misarru grabs the club and attacks the skeleton.
Nym's turn
Lilia (delayed)
Nym Nightshade |
Round 1
Nym throws his Acid Splash through teh doorway at the flaming skeleton.
Nym, Ranged touch, into melee: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13
Acid Dmg, if hit: 1d3 ⇒ 3
GM Chyro |
Yup, that's a hit.
The skeleton crumbles as a fiery blast erupts from its beaten bones.
Death flame: 1d6 ⇒ 3, Misarru resists the blast.
Combat over!
Both altars still contain their silverware, together worth 100gp, along with the holy symbols.
Better yet, you find upon the black altar a scroll of shatter and on the white altar a scroll of shielding.
GM Chyro |
Along the southeast wall, you notice a secret door, which can be opened by a DC 25 Disable Device. It shows a keyhole, but its key must be somewhere else.
Misarru |
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Misarru notices the hidden door and approaches with a wide grin on his face. He immediately grab his tools and tries to pick the lock.
Disable Device: 1d20 + 7 ⇒ (16) + 7 = 23
Sele the Thorn |
Sele looks around and then makes a too sudden move and grimaces..
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Ah Lady Lilia you offered healing earlier, or is my state of alive to good for such options, I submit to your rationale.
GM Chyro |
Misarru, you missed the DC by 2, so i'm going to say you can have a chance 2, but if that fails you'll have to find the key. This is, of course, at your own risc.
Lilia Sori |
"Of course, just stand still!" Lilia gently touches Sele's wound, and a green glow emits from her hand after she speaks the required spell.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Bummer...
It doesn't look like much has happened. Knowing that she has only one more healing spell left, Lilia decides to use it anyway.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Why...? >.<
Lilia looks a bit disappointed. "I'm sorry, this is all I can do for now..."
Misarru |
I think I could take 20 on this check as I'm not in a hurry or under threat. As the others are actually busy doing things themselves Misarru will take his time to pick the lock.
Will take about 2 minutes.
GM Chyro |
With Sele (back?) at 6 hp, Misarru manages to pry open the lock.
Please give me a walking order to traverse the narrow walkway, assuming you head over to the other portion.
Nym Nightshade |
The found scrolls are shatter and what shielding spell?
Nym will claim the arcane spell at least, if no objection, and would take dibs on the other, if it is Shield (a wizard spell) if it is Shield Other (a cleric/paladin spell) he hands it off to Sele the Paladin.
Spellcraft, to id scroll, elven ability: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
As the group tinkers with the secret door, Nym stands at the ready looking to aid with his acid projectiles should the need arise.
Lilia Sori |
Lilia keeps her distance, but walks up to Misarru when he's done doing his disable thingy.
"You want to go up front to check for traps? I'll be right behind you!"
Misarru, I'll take point if you don't want to.
Misarru |
No problem for Misarru to take point now, he'll check for traps in every new room.
"Sure thing Lilia, if there's more skeletons I'll hold them off. By the way Sele, do you still need that club?"
Misarru walks into the new room and eyes it carefully as he enters, wary of any traps.
Misarru already has his rapier back out, just in case.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22 +1 vs Traps
GM Chyro |
A living, moving fabric seems to cover the ceiling of this half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor.
Misarru notices no traps, but his Darkvision shows something much more unpleasant. Bats...lots and lots of bats. They come loose from the ceiling.
Init Lilia: 1d20 + 2 ⇒ (8) + 2 = 10
Init Misarrru: 1d20 + 4 ⇒ (6) + 4 = 10
Init Nym: 1d20 + 2 ⇒ (11) + 2 = 13
Init Sele: 1d20 + 1 ⇒ (8) + 1 = 9
Init Bats: 1d20 + 2 ⇒ (7) + 2 = 9
Round 1
Nym
Lilia & Misarru
Sele & bats
Sele the Thorn |
"By all means hold onto it, i'm wounded but I shall be there when needed"
GM Chyro |
The bats and the boss are the last things within the fortress.
Don't die on each other...or me for that matter.
Lilia Sori |
"We could just go back and leave the bats here," Lilia says, pointing over to the secret door behind them. "It's not like we have to kill every animal we encounter. That's not in our mission either."
That'd only leave the boss, who I think we can probably take in our current state. And if everyone else feels like we should really kill these bats, we can perhaps return here after the boss.
GM Chyro |
You could just go back and try to lose the bats, is what the situation currently is.
Lilia Sori |
That can easily be managed. We're all up before the bats, and I'm positive they don't know how to open a closed door :)
If the others agree, they can all take a double move out of this room. I'll then use 1 move action to get where I placed a gray copy of my avatar, and I'll use another move action to close the door.
GM Chyro |
There was no specified position you guys would have to be before the bats came down, so that should be plausible. However you'd be delaying till after Sele and the bats if you want to do that since they have equal initiative results.
Lilia Sori |
I see that now, but the initiative modifier of the bats is higher. Meaning they get to go before Sele does :(
Sele the Thorn |
Unfortunately we are probably going to have to fight this lot, I'm waiting for the bats to move... bah
Nym Nightshade |
Nym suggests that the party fall back and leave the bat swarm to roost in peace.
"I have no means to damage that massive cloud of bats, I can perhaps drop one or two, but swarming like that, I cannot disperse them."
He moves backwards to and through the secret door, urging the others to join him as he lets discretion be the better part of valor.
Sele the Thorn |
Well Sele will move out the door when he can. He has no need to fight bats.
GM Chyro |
Alright, the conclusion.
With the sight of the large mass of bats coming from the ceiling, the group decides to retreat from the room. Nym's the first to make it out of the room, followed by Misarru. By delaying, Lilia's giving Sele the chance to get out of the room. At which point the bats move towards Lilia's square and deal
1d6 ⇒ 4 dmg, before she makes her escape and closes the door.
The screeching and flapping sounds die down soon after the door is closed.
Well, next floor or take 2 on the room?
Lilia Sori |
Note to self: get more healing and anti-swarm stuff :S
"Just one place left to go, and that's up," Lilia says as she pushes the secret door closed.
Like when they entered the secret room, Lilia will be right behind Misarru.
GM Chyro |
I apologize, for some reason i was convinced there would be just the boss left, but you're now at 4th floor, with 5 floors in total.
Roll well guys, there's 3 rooms to clear, but help and a healing item to be gained.
The four of you go up the spiral stairs, ending up in front of another door. What a surprise...
One can hear the faint ticking of something wooden on the floor.
Nym Nightshade |
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Nym is thnakful that the group didn't press along after the bats, and is thinking about the room dedicated to Nethys below, hoping that more magical gear awaits them, and isn't paying particular attention to the door as they approach it.
Lilia Sori |
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
"Look safe. Let's see what's behind it?"
Lilia points her scimitar at the door. "Onward, to treasure and glory!"