Desmond Aeros |
"Never very good with numbers, were you?" Desmond moves to roll behind the leader and tries to trip him.
Acrobatics: 1d20 + 20 ⇒ (4) + 20 = 24
Trip: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27
Grungsdi |
Grung moves up and attacks the last rat
No more talk!
Croaker: 1d20 + 13 - 2 + 1 ⇒ (12) + 13 - 2 + 1 = 24 for 1d10 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Malcolm Cavendish |
Round 4, Power of Faith Round 4/10, Power Attack
Malcolm steps forward to I-52 and attacks the enemy.
BS Att: 1d20 + 13 + 1 - 2 ⇒ (13) + 13 + 1 - 2 = 25
BS Dam: 1d10 + 5 + 4 + 1 ⇒ (3) + 5 + 4 + 1 = 13
baldwin the merciful |
Felicitas Sweetfingers |
Felicitas flicks her wrist and a wand appears. Moving a few steps she will heal desmond. [Oo] posting with handy and cannot see the map. If desmond is to far away she will target someone else [/ooc] 1d8 + 1 ⇒ (5) + 1 = 6
Grungsdi |
chop chop
Croaker: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 for 1d10 + 7 + 4 ⇒ (6) + 7 + 4 = 17 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 for 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16 +1 vs Monstrous Humanoid of Magical Creatures
Desmond Aeros |
Good lord haha.
Desmond tries to finish off the little creature.
Attacks: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 271d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Damages: 1d6 + 1 + 4d6 ⇒ (1) + 1 + (2, 6, 6, 1) = 171d6 + 1 + 4d6 ⇒ (5) + 1 + (5, 2, 1, 5) = 19
baldwin the merciful |
Desmond finally kills the wererat. Finally...good riddance. He thinks
One thing is obvious the leader had some nice gear and equipment...especially his two short swords.
Detect magic reveals magic if you want to add spellcraft to identify or have an identify spell that fine. One of the swords you know is adamantine.
baldwin the merciful |
Magical gear:
studded leather,
adamantine shortsword,
shortsword,
amulet
Bag of Holding
Leather belt
Ring
wand in the bag
3 different potions
non-magic;
smoke stick
bandaleer
felt hat
5 days of good quality trail rations
1 cast of wine (in bog)
1 barrel of lager beer (in Bag of Holding)
msw javelin
msw light crossbow (31 bolts)
11 pp, 901 GP, 341 silver, 223 copper
diamond necklace 820 gp value
Felicitas Sweetfingers |
11 times Spellcraft. Autoassist by Aurora
Spellcraft: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Spellcraft: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Spellcraft: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Spellcraft: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Spellcraft: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Spellcraft: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Spellcraft: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Spellcraft: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Spellcraft: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Spellcraft: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Spellcraft: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Studded Leather- P3
baldwin the merciful |
The party spends a good 15 minutes recouping and looking at the newly acquired items. I assume you are going to look around the cave and I'll update the map when I get home.
Felic begins her appraisal:
+3 studded leather
+1 adamantine shortsword,
+2 shortsword,
amulet (no idea)
Bag of Holding, type III
+4 giant strength Leather belt
Ring (no idea)
wand in the bag - cure moderate wounds 23 charges
3 different potions:
-levitate,
-neutralize poison,
- no idea
(pretty good haul)
Desmond Aeros |
+1 adamantine shortsword
+2 shortsword
DIBS. I also like the studded leather, but I would understand if somebody else would want that since I'm already taking a lot of loot from this guy.
Grungsdi |
Maybe we should go back and get some more gold...now that we have another bag
Kalim Gudlavaletti |
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Kalim looks over the items Felicitas didn't understand.
"The gold will wait. There are far more precious things here than mere baubles."
baldwin the merciful |
As Felic and Kalim spend time identifying the items the rest of the group splits inot to two groups to do a quick search of the cavern. the northern group has Grung an Des together and they discover with what appears to be 3 exits from the cavern. One of which is worked stone, the other two are natural openings. You do find the camping area where the wererats and dire rats were staying but there is nothing of note there but gnawed bones and furs.
The southern group with Karnog and Malcolm finds a large cavern that has one exit but the souther portion seems to extend beyond their limited vision (dark-vision) so they turn back before investigating further.
Of course you have the way you came in where the trolls were located.
Grungsdi |
southern portion of the cavern. back to finish trolls later!
Karnog Kegmeister |
"Anyone still hurt?"
baldwin the merciful |
A 20- ft.-high pyramid of black stone constitutes the southern portion of this cavern. Runes and writings cover the pyramid’s entire surface. The ominous script, written in Draconic, reads:
“Me’Nak has gone into the void
Enter his tomb and be destroyed.
Beware intruders who disturb Me’Nak’s rest;
You are not welcome, do not molest,
Nor enter to respects be paid
You are not welcome at this grave.
Pyramid ensorcelled tomb—
Me’Nak has warned thee of thy doom!”
Grungsdi |
bah. That's dumb. Why make a tower with scribbles ya can't read!
Grung pulls his sling
Aurora the Fairydragon |
With a small whistle Aurora descends.
"This is the tomb of someone called Me´Nak. It says it is warded against molesters. Now I think who makes here his tomb does not belong to the good guys, but still.... It sounds quite bad!"
Grungsdi |
What do we do with it? Slide down it?
1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 Grung checks the stones for a way in, now that he knows it is safe
Karnog Kegmeister |
"Aye! Lets kill those trolls!"
baldwin the merciful |
A dwarven decision has been made...to the TROLLS.
The group makes their way back into the next large cavern. One thing that is obvious to you now is the trolls were busy while you were exploring. they have blocked with rubble, stone, and wood debris the passageway back into their lair.
Knowledge/profession: dungeoneer, survival, or engineering to determine if you can clear it and how long it would take.
there is a south tunnel.