Sabert |
Sabert whips his rapier out and starts poking it into the churning water, trying to stab the giant leech!
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Dmg?: 1d6 + 1 ⇒ (1) + 1 = 2
Fethril Support |
Fez, I think you missed my magic missile damage. It was 5 points. So, the leech should have been down 14 before Sabert attacked and now down 16 if it is still alive.
James Rob-in-son |
James moves up and yells "Time to end this! as he attacks the leech.
Scythe PA: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 Damage: 2d4 + 6 + 3 ⇒ (1, 1) + 6 + 3 = 11
My wife and I are back home now. My posting may still be spotty as we'll be back and forth to the NICU, so bot me as needed. Thanks for all the best wishes.
GM Fez |
Just as James says, he ends the leech with one slash of his scythe. Combat Over!
Fethril Support |
Taking the sandals from Aura, Fethril holds them at arms length as he reviews their magical properties.
Spellcraft, take 10: 10 + 7 + 2 = 19 {I have a +2 bonus to determine magical properties of items.}
"These could benefit any of you, but perhaps it would be best for Sabert. He spends so much time clearing his throat before inspiring us. It is possible that these sandals would give him more time to 'prepare his instrument'."
Sabert |
Sabert walks over and takes a look at things. "Well, I can't help it that the perfectly inspiring note is just a bit hard to obtain at times!" lol
Sweet! That would really work for Sabert!
Kelris Bartel |
"I would hate to see what a leech of that size would do to a person, their smaller brethern are terrible enough."
Kelris will read the note of Aura's shoulder. "Did anyone bring holy water? Fethril you can bless some water right?"
Fethril Support |
With a tired sigh, "Yes Kelris, of course I can create holy water. It would just be a small matter to make certain I have the oils and other essential supplies, which I believe are back on the boat."
I honestly have no idea what it takes to create holy water or how long the process it. Open to guidance here.
*Aura* |
"I do not have holy water, but it's going on the list."
Aura pulls out a small notebook and makes some notes into it, then carefully stores her writing supplies before signifying that she is ready to proceed.
Sabert |
Saber shrugs as he is changing his boots for the new sandals and checking the fit. "I don't have any holy water, but I do have two flasks of alchemist's fire to try. Burning things with fire ALWAYS works, doesn't it??"
K. religion re Undead in general: 1d20 + 2 ⇒ (19) + 2 = 21
GM Fez |
You've got the general knowledge of the undead creature type ready to go. Also, I'll update the map tonight for this next bit.
Advancing further into the tomb leads to a door at the end of a hallway. Opening it and peeking through reveals a cathedral-like hall that has a vaulted ceiling supported by eight square pillars. Dominating the middle of the hall is a huge mound of undulating gray-green flesh covered with weeping scarlet boils. The entire mass stinks of a weeks-old corpse. Six undead are currently feasting from the mound.
The ceiling is 20 feet high near the walls and rises to 30 feet at the apex. The mass is roughly 20 feet in diameter and 10 feet tall, and it bears hundreds of jagged, poorly-healed scars from the local ghouls’ relentless feeding. Sabert recognizes the undead as 4 ghouls and 2 Festrogs.
Kelris Bartel |
Kelris will peek through then look back at the group, "This will get ugly fast, we could try just opening one door and having them come through 1 at a time."
Kelris readies his halberd for action.
James Rob-in-son |
James looks at the others and says, "That sounds sound. We should be prepared for them to open the other door through. It would be best to cast some prepatory spells now and then I will stand directly in front of the door. If someone stands on either side we should be able to attack it as it stands in the door."
Fethril Support |
"I will call upon Nethys to guide us in combat. I will also coat the ground before the door with a spell that should hamper everyone's ability to move through it. Though I do not have holy water, we do have some Alchemist's Fires. If we can get them to gather at the door, that may make for quite the ambush."
Unless there are objections, I will cast Grease just beyond the doorway. Then just before combat starts, I will cast Bless. I can even pull them over by attacking one with Disrupt Undead as you all wait to flame them.
I will also use my Pearl of Power to recover Enlarge Person.
Sabert |
"This all sounds like a good plan. Those creatures are Ghouls and Festrogs.. neither one is very intelligent, but they both carry diseases. We need to keep them at range and take them out from there. Grease, fire, and long ranges will be our friends here. I have to flasks we can throw.. does anyone else? And would anyone like my second one?" he finishes by pulling the flasks out of his pack.
When we are ready, Sabert will begin with a song and maybe we can get their attention with an arrow or two? I moved my token to the middle of the door where I can throw then 5 ft step back. If anyone has any better idea, feel free to move me as you need to.
Kelris Bartel |
Kelris will lean his Halberd against the wall, drawing his bow and knocking and arrow. Pulling the string all the way back he awaits for everyone to be ready then lets loose.
Darkwood long bow: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 3 ⇒ (6) + 3 = 9
this is once everyone says go
GM Fez |
Anyone else that wants to make an attack before combat officially starts? I'll be rolling initiative now, before attacks will hit before it has been rolled. Festrog ff AC is 13, Ghoul is 12.
Kel: 1d20 + 5 ⇒ (7) + 5 = 12
Sabert: 1d20 + 6 ⇒ (8) + 6 = 14
Aura: 1d20 + 5 ⇒ (4) + 5 = 9
James: 1d20 + 4 ⇒ (13) + 4 = 17
Arrows fly and spells are cast. The undead feasting on the giant tumor looking thing grunt as some are hit, but are very slow to react.
Order 1st Round
Feth, James, Sabert, Kel, Aura
Ghouls (Blue: 0, R: 0, G: 0, Black: 0)
Festrogs (G: 0, Y: -3)
Fethril Support |
Fethril casts his bow behind him and casts a spell to bring the guidance of Nethys to the team.
I didn't include it in my shot, so I will cast Bless now. +1 to hit and saves vs fear. I will then take a 5' step back to clear the way for the melee types to rush in. In retrospect, maybe we could have used the bottleneck more to our advantage by placing the Grease on our side and force them to single-file through. Too late to retcon that?
Sabert |
"Keep pelting them.. draw them in. I am going to hold my song until they get closer and I have a bigger audience!!"
Delay for now. When the things hit the grease, I will begin to sing and toss my first flask.
James Rob-in-son |
James moves up to plug the hole directly in front of the door, his scythe at the ready. "I'll keep em busy here. This should force them to come at us one at a time."
Readied Scythe PA: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 Damage: 2d4 + 6 + 3 ⇒ (1, 4) + 6 + 3 = 14
Readied Scythe PA Crit Confirm: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13 Damage: 6d4 + 18 + 9 ⇒ (3, 1, 3, 3, 4, 4) + 18 + 9 = 45
*Aura* |
"Okay, then."
Aura will move around a bit to hide, then ready an action to throw a dagger at the first one that comes within 30'.
Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Readied Attack Roll hopefully vs. Flat-footed AC: 1d20 + 4 ⇒ (19) + 4 = 23
Readied Damage Roll w/Sneak Attack: 1d4 + 1d6 + 1 ⇒ (1) + (5) + 1 = 7
Readied Critical Confirmation Roll hopefully vs. Flat-Footed AC: 1d20 + 4 ⇒ (7) + 4 = 11
Critical Damage Roll: 1d4 + 1 ⇒ (4) + 1 = 5
GM Fez |
We'll have Kel delay until he gets back.
The ghouls and Festrogs stop feasting slowly as they realize they've been attacked. They slowly turn and look at the door where their wounds came from, and begin to prepare to head your way. They do nothing this round.
Order 2nd Round
Feth, James, Sabert, Kel, Aura
Ghouls (Blue: 0, R: 0, G: 0, Black: 0)
Festrogs (G: 0, Y: -3)
Kelris Bartel |
Sorry, i wsn't paying attention
"Damn that was bad, lets try it again. Kelris pulls out another arrow and lets it loose at the approaching horde(yellow).
Long bow: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 3 ⇒ (4) + 3 = 7
Kelris Bartel |
Kelris lines up another shot, before dumping his bow in favour of his halberd.
Bow vs blue: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 3 ⇒ (4) + 3 = 7
GM Fez |
Another arrow from Kelris rips into the other Festrog, while Fethril's arrow skips off the side of the entrance, bouncing the arrow towards the pile of rubble in the hall. Sabert are you going to hold your action as well?
Order 2nd Round
Feth, James, Sabert, Kel, Aura
Ghouls (Blue: 0, R: 0, G: 0, Black: 0)
Festrogs (G: -7)
GM Fez |
S'alright.
The ghouls and remaining Festrog are slow to move forward, but are quickly shaking off the gluttonous stupor they were once in.
One ghoul, already wounded by Kel's arrow, stumbles towards the door in a strange loping charge. Aura takes the opportunity to pop out of the cover of the doorway and throw her dagger, nailing it in the eye socket and bringing it back to true death. The ghouls are no more quick in their approach, though they are more cautious. The undead were staggered this round, that's why they only moved as far as they did.
Order 3rd Round
Feth, James, Sabert, Kel, Aura
Ghouls (R: 0, G: 0, Black: 0)
Festrog
Kelris Bartel |
Waiting till one is within striking distance Kelris will time his attacks with James to lay out maximum damage upon these undead.
Halberd: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 4 ⇒ (8) + 4 = 12
James Rob-in-son |
James is ready for them to advance on him.
Attack roll for readied action was done a few posts up. If you want me to re-roll it when they get here, I will.
GM Fez |
Deny you your power attack critical?! I think not! Second note, I knew I forgot something...
Festrog Reflex!: 1d20 + 1 ⇒ (7) + 1 = 8
The remaining Festrog drops as it slips in the large pool of grease outside the door. So everyone is going to ready for the undead to come in?
Order 3rd Round
Feth, James, Sabert, Kel, Aura
Ghouls (R: 0, G: 0, Black: 0)
Festrog
*Aura* |
Given how well it worked last time, Aura will move, stealth and prepare to strike again.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Attack Roll vs. Flat-footed AC (hopefully): 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Confirmation Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19
Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Sneak Attack: 1d6 ⇒ 3
GM Fez |
Perceive!: 1d20 + 7 ⇒ (9) + 7 = 16
Perceive!: 1d20 + 6 ⇒ (11) + 6 = 17
The ghouls and Festrog manage to keep an eye on Aura as she skitters across to the other side, but that allows her to sink her dagger into one despite the harsh angle of the corridor.
Order 3rd Round
Feth, James, Sabert, Kel, Aura
Ghouls (R: 0, G: 0, Black: -7)
Festrog [prone]
Sabert |
I apologize for my spotty posting this week and weekend. I have been spending much needed time with my son and my wife, facilitated by several unexpected days off work. Kids.. they are only young once, and you have to make the best of it when you can!
Just a quick check in to let you know I am still alive. I will follow up tonight after work.
Fethril Support |
Ray vs Touch AC (Black): 1d20 + 3 ⇒ (4) + 3 = 7 for Damage: 1d6 ⇒ 3
The elf launches a beam of pure energy at the corruption of life, but misses his mark.
Casting Disrupt Undead (unlimited uses per day).
Sabert |
Sabert begins his song, trying to aid his allies in the fight. He drops his held flask of acid and pulls out his crossbow, quickly trying to fit a quarrel into the trough.
Standard to begin singing, Move to load
Inspire Courage, +1/+1
GM Fez |
S'alright, life > games.
Fethril's ray strikes the portion of the wall the ghoul is hiding behind as Sabert begins a song to inspire. A lot of hissing ensues from down the corridor.
It looks like one ghoul is pushed by the others into the hallway and onto the grease. Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11 It waddles its way through the grease before charging straight down the corridor and getting slaughtered by the waiting James and Kelris.
Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
All of the ghouls retreat from line of sight of the corridor, and even the Festrog pulls itself up and out of the grease before limping out of sight.
Order 4th Round
Feth, James, Sabert, Kel, Aura
Ghouls (R: 0, G: 0)
Festrog
Kelris Bartel |
Kelris will look at James then the rest of the group.
"That feels to easy, how intelligent are they? WOuld they be setting a trap?"
Kelris keeps ready for any other attack.
James Rob-in-son |
James peers closer down the corridor and then chops the undead in two and smiles. He lets out a little laugh. "It looks like that was there recon to see how prepared we are and have decided to make us come to them. I'm not sure who is doing the talking in there though. I'd have thought the undead were stupid."
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (20) + 6 = 26