GM Chyro |
Elder brother: "The bastion is probably 1 to two days from here."
It's the skill checks challenge again.
It's 1 1/2 days to get there. 18 checks to pass.
You can rest, and move out the next day, with some ability damage recovered, and fatigue gone. Or you can walk the 1st half a day, if you're feeling eager.
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Will Grint be the main checks PC again?
GM Chyro |
Same sort as previously.
Dungeoneering, Perception or Survival, as the skill of choice.
GM Chyro |
Elsa (21/48); 2 str dmg
Father Burdock (22/43): 1 con dmg, 2 str dmg
Grint (30/34, before con healing): 2 con dmg, 6 str dmg
Sivar (30/33): 1 str dmg
Grint Mavric |
"Rest sounds good, though I'm not sure how much time has passed already, it feels like a long day already."
Grint will be the main look-out for the party as they move on after resting. When there is a light present he will be the eyes of the party, when there is little light, he will be the ears.
Perception 1: 1d20 + 16 ⇒ (1) + 16 = 17
Perception 2: 1d20 + 16 ⇒ (1) + 16 = 17
Perception 3: 1d20 + 16 ⇒ (18) + 16 = 34
Perception 4: 1d20 + 16 ⇒ (18) + 16 = 34
Perception 5: 1d20 + 16 ⇒ (4) + 16 = 20
Perception 6: 1d20 + 16 ⇒ (13) + 16 = 29
Perception 7: 1d20 + 16 ⇒ (5) + 16 = 21
Perception 8: 1d20 + 16 ⇒ (16) + 16 = 32
Perception 9: 1d20 + 16 ⇒ (6) + 16 = 22
Perception 10: 1d20 + 16 ⇒ (20) + 16 = 36
First 10 checks, see what we find the next day. :( two natural 1s, at least you can't autofail on Perception checks.
Sivar Soulscar |
My previous post got et by server crash
Sivar adds +2 to any per rolls as well
"Line up line up.. Sivar's restoration services here.. Feeling a little impotent? Well try my might building tonic here.. all for one low price.. here's a likely lad.. you come over here.. you definitely need my might builder"
He points at Grint and grins
lesser restoration Grint Con: 1d4 ⇒ 2
lesser restoration Grint Str: 1d4 ⇒ 2
lesser restoration Grint Str: 1d4 ⇒ 4
lesser restoration Burdock Str: 1d4 ⇒ 3
Grint Mavric |
Grint grins a small grin as well as Sivar starts his performance and demonstrates his weakness by trying to pull the bowstring from his strongest bow. Of course he fails to do so properly.
After Sivar has worke his magic however, he pulls the bowstring back effortlessly.
"Thanks Sivar, I almost forgot what it felt like."
Orland Basch |
Orland seems amused as he was not aware the bandaged man had a sense of humor... Or the capability to remove such ailments.
A toothy grin at his current comrades.
GM Chyro |
Since the environment (lighting) is a factor down here, Elsa and Sivar roll as well, despite their bonuses. Praised be darkvision down here.
Before you headed off, Orland finds his belongings stashed in one of the side rooms near the Bulwark's hall.
Sivar Soulscar |
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Father Burdock |
Perception aid?: 1d20 + 3 ⇒ (5) + 3 = 8
Perception aid?: 1d20 + 3 ⇒ (3) + 3 = 6
Perception aid?: 1d20 + 3 ⇒ (2) + 3 = 5
Perception aid?: 1d20 + 3 ⇒ (9) + 3 = 12
Perception aid?: 1d20 + 3 ⇒ (2) + 3 = 5
Perception aid?: 1d20 + 3 ⇒ (18) + 3 = 21
Perception aid?: 1d20 + 3 ⇒ (11) + 3 = 14
Perception aid?: 1d20 + 3 ⇒ (3) + 3 = 6
Perception aid?: 1d20 + 3 ⇒ (2) + 3 = 5
Perception aid?: 1d20 + 3 ⇒ (14) + 3 = 17
Sorry, taking care of dad after surgery today
Jadwiga Elsa Harcatha |
Perception1: 1d20 + 9 ⇒ (2) + 9 = 11
Perception2: 1d20 + 9 ⇒ (10) + 9 = 19
Perception3: 1d20 + 9 ⇒ (1) + 9 = 10
Perception4: 1d20 + 9 ⇒ (2) + 9 = 11
Perception5: 1d20 + 9 ⇒ (5) + 9 = 14
Perception6: 1d20 + 9 ⇒ (20) + 9 = 29
Perception7: 1d20 + 9 ⇒ (4) + 9 = 13
Perception8: 1d20 + 9 ⇒ (19) + 9 = 28
Perception9: 1d20 + 9 ⇒ (16) + 9 = 25
Perception10: 1d20 + 9 ⇒ (4) + 9 = 13
GM Chyro |
And so the expedition heads for the ancient bastion.
During the first hour, all is pretty quiet, aside from the sound of your own footsteps and the muffling of some of the prisoners.
In the second hour, though...the path becomes a narrow walk way, with a small chasm down below.
1d20 ⇒ 6
Elsa: 1d20 + 7 ⇒ (12) + 7 = 19
Father Burdock: 1d20 + 2 ⇒ (11) + 2 = 13
Grint: 1d20 + 5 ⇒ (20) + 5 = 25
Orland: 1d20 + 6 ⇒ (20) + 6 = 26
Sivar: 1d20 + 2 ⇒ (6) + 2 = 8
Falling dmg: 4d6 ⇒ (2, 5, 6, 1) = 14
Grint and Orland are quick to replace their footing, but the other three are not in time to step on a nearby solid piece.
Elsa, Father Burdock & Sivar take 14 falling damage.
The dwarven cleric uses a charge of channel.
2d6 ⇒ (6, 2) = 8
0 Nothing
0 Success
1 Error
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The third hour you had watched your footing more often.
At the start of the 4th hour, you come upon a featureless crude statue.
A moment too late, do you feel the floor beneath you lower a couple of inches.
1d20 ⇒ 4
Elsa: 1d20 + 7 ⇒ (20) + 7 = 27
Father Burdock: 1d20 + 2 ⇒ (4) + 2 = 6
Grint: 1d20 + 5 ⇒ (7) + 5 = 12
Orland: 1d20 + 6 ⇒ (1) + 6 = 7
Sivar: 1d20 + 2 ⇒ (1) + 2 = 3
Fire dmg: 5d4 ⇒ (2, 3, 4, 4, 2) = 15
Elsa and Grint duck in quick reflex, but the flame trap embedded throws some nasty flames at Father Burdock, Orland & Sivar.
The cleric uses another channel. 2d6 ⇒ (3, 5) = 8
0 Nothing bad
0 Success
2 Error
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Throughout the 5th through 8th hour, all is peaceful, and you see a few more patches of soft glowing fungi.
0 Nothing bad
2 Success
2 Error
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The 9th hour, you come upon several skeletal remains, one of something with a broader chest. Upon closer inspection, a smaller skeleton inside explodes, sending sharp bone shards your way.
1d20 ⇒ 6
1d5 ⇒ 31d4 ⇒ 21d3 ⇒ 21d2 ⇒ 1
Vs Grint: 1d20 + 15 ⇒ (12) + 15 = 272d6 + 4 ⇒ (1, 4) + 4 = 9
Vs Father Burdock: 1d20 + 15 ⇒ (16) + 15 = 312d6 + 4 ⇒ (2, 6) + 4 = 12
Vs Orland: 1d20 + 15 ⇒ (12) + 15 = 272d6 + 4 ⇒ (6, 3) + 4 = 13
Vs Elsa: 1d20 + 15 ⇒ (19) + 15 = 342d6 + 4 ⇒ (5, 6) + 4 = 15
All but Sivar, a fort roll DC 15 please.
The cleric uses 2 channels, and 2 CLW, on Elsa and Father Burdock. 4d6 ⇒ (5, 4, 2, 1) = 121d8 + 3 ⇒ (3) + 3 = 61d8 + 3 ⇒ (1) + 3 = 4
0 Nothing bad
2 Success
3 Error
Elsa 24/48
Father Burdock 18/43
Grint 39/39
Orland 43/54
Sivar 32/33
You take a break, to have a small break, and getting the chance to patch yourselves up.
Father Burdock |
CLW wands on self: 1d8 + 1 ⇒ (6) + 1 = 7
CLW wands on self: 1d8 + 1 ⇒ (1) + 1 = 2
CLW wands on self: 1d8 + 1 ⇒ (4) + 1 = 5
CLW wands on self: 1d8 + 1 ⇒ (3) + 1 = 4
CLW wands on self: 1d8 + 1 ⇒ (7) + 1 = 8
That tops me off
CLW @ Elsa: 1d8 + 1 ⇒ (8) + 1 = 9
CLW @ Elsa: 1d8 + 1 ⇒ (6) + 1 = 7
CLW @ Elsa: 1d8 + 1 ⇒ (3) + 1 = 4
That leaves Elsa down 4
CLW wand @ Orland: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand @ Orland: 1d8 + 1 ⇒ (4) + 1 = 5
That leaves Orland down 3
Fort: 1d20 + 7 ⇒ (19) + 7 = 26
GM Chyro |
Now just a fort roll from Elsa.
And with that, you continue your journey.
The eleventh and twelfth hour are good progress, you come upon a tunnel that seems to lead around a chasm.
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The thirteenth hour, you come upon a cave in. It's a bit of a backtrack, but you advance nonetheless.
1 Nothing bad
2 Success
3 Errors
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Hour 15 and 16 proceed without a hitch, and you see some crude carvings.
These seem to be carvings made by morlocs, underground cave dwelling scavengers.
2 Nothing bad
2 Success
3 Errors
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The 17th and 18th are dull.....Elsa and Grint recall the joyous songs Malena sang in their early stay in Kharum.
3 Nothing bad
3 Success
3 Errors
--------------------
19th and 20th hour are good progress as well.
You traverse a narrow natural bridge, and see some skirmishing going on, 50 feet below. Father Burdock and Orland can see duergar fighting morlocs, with the latter side steadily losing.
3 Nothing bad
4 Success
3 Errors
GM Chyro |
Next 8 checks then please.
After the 1st 2, it's night time.
Grint Mavric |
Perception check 1: 1d20 + 16 ⇒ (5) + 16 = 21
Perception check 2: 1d20 + 16 ⇒ (12) + 16 = 28
Perception check 3: 1d20 + 16 ⇒ (16) + 16 = 32
Perception check 4: 1d20 + 16 ⇒ (18) + 16 = 34
Perception check 5: 1d20 + 16 ⇒ (10) + 16 = 26
Perception check 6: 1d20 + 16 ⇒ (7) + 16 = 23
Perception check 7: 1d20 + 16 ⇒ (7) + 16 = 23
Perception check 8: 1d20 + 16 ⇒ (1) + 16 = 17
Sivar Soulscar |
Perception Aid: 1d20 + 10 ⇒ (3) + 10 = 13
Perception Aid: 1d20 + 10 ⇒ (15) + 10 = 25
Perception Aid: 1d20 + 10 ⇒ (6) + 10 = 16
Perception Aid: 1d20 + 10 ⇒ (15) + 10 = 25
Perception Aid: 1d20 + 10 ⇒ (12) + 10 = 22
Perception Aid: 1d20 + 10 ⇒ (6) + 10 = 16
Perception Aid: 1d20 + 10 ⇒ (13) + 10 = 23
Perception Aid: 1d20 + 10 ⇒ (10) + 10 = 20
Father Burdock |
Perception 1: 1d20 + 3 ⇒ (20) + 3 = 23
Perception 2: 1d20 + 3 ⇒ (20) + 3 = 23
Perception 3: 1d20 + 3 ⇒ (12) + 3 = 15
Perception 4: 1d20 + 3 ⇒ (19) + 3 = 22
Perception 5: 1d20 + 3 ⇒ (16) + 3 = 19
Perception 6: 1d20 + 3 ⇒ (6) + 3 = 9
Perception 7: 1d20 + 3 ⇒ (20) + 3 = 23
Perception 8: 1d20 + 3 ⇒ (18) + 3 = 21
Orland Basch |
Orland thankfully assists, saying nothing but praise about the Dwarven priests for keeping him nice and proper. Though he cursed his footing, it was likely from lack of water or food. Along the way he keeps an eye out on the area but munches on some trail mix left in his belongings. Washing it down with Honey Mead in a flagon.
Based Darkvision
Jadwiga Elsa Harcatha |
Fort: 1d20 + 8 ⇒ (1) + 8 = 9
Perception1: 1d20 + 9 ⇒ (17) + 9 = 26
Perception2: 1d20 + 9 ⇒ (4) + 9 = 13
Perception3: 1d20 + 9 ⇒ (1) + 9 = 10
Perception4: 1d20 + 9 ⇒ (17) + 9 = 26
Perception5: 1d20 + 9 ⇒ (1) + 9 = 10
Perception6: 1d20 + 9 ⇒ (5) + 9 = 14
Perception7: 1d20 + 9 ⇒ (7) + 9 = 16
Perception8: 1d20 + 9 ⇒ (8) + 9 = 17
This place is dreary and gives me a headache.
GM Chyro |
1d6 ⇒ 61d4 ⇒ 32d3 ⇒ (3, 1) = 4
What spells of lvl 3 will you prepare for today?
Father Burdock |
Same as I have had; just enough chance of duergar out there that Invis Purge is needed, and can be turned into a cure serious if there isn't a need. Dispel Magic because I'm the only one capable of casting it at this point and something will require it.
GM Chyro |
21st and 22nd hour pass by slowly. A small chasm blocks your way, and forces a detour. In between, the Orc-hammer brothers consult their maps.
Obviously not 100% accurate, but it's been mostly safe so far.
---------------
23rd and 24th pass without a hitch.
The dwarven warriors joke a bit, about how an elf is surprisingly holding up down here.
----------------
It has become time to make camp.
The dwarves take first sentry duty, the place you are camping at for the night is a 50 by 50 feet cavern, with multiple tunnels.
Activity?: 1d100 ⇒ 56
1d100 ⇒ 821d20 ⇒ 151d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (7) + 1 = 82d4 ⇒ (4, 1) = 5
1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 252d6 + 7 ⇒ (1, 1) + 7 = 9
1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 172d6 + 7 ⇒ (4, 1) + 7 = 12[/spoiler
Everyone, except Father Burdock, wakes to a sudden yell.
Opening your eyes, you see 2 large slicer beetles, along with 2 smaller beetles, the two large beetles have both hit a dwarf sentry.
Father Burdock, perception roll to wake from your dreaming.
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[spoiler=Init]
Elsa: 1d20 + 1 ⇒ (17) + 1 = 18
Father Burdock: 1d20 + 1 ⇒ (6) + 1 = 7
Grint: 1d20 + 6 ⇒ (13) + 6 = 19
Orland: 1d20 + 6 ⇒ (10) + 6 = 16
Sivar: 1d20 + 1 ⇒ (2) + 1 = 3
Dwarves, +1 to each: 4d20 ⇒ (11, 11, 13, 18) = 53
Bombardier beetles: 2d20 ⇒ (13, 18) = 31
Slicer beetles: 2d20 ⇒ (7, 17) = 24
Night time ambush, round 1
Elsa, Grint
Dwarf cleric
------
Red bombardier
Green slicer beetle
------
Orland, Red dwarf
------
Blue bombardier
------
Blue dwarf, Green dwarf
Father Burdock
------
Blue slicer beetle
------
Sivar
Grint Mavric |
Assuming Orland steps aside as I try to move past him.
Grint draws his sword as he charges the big blue beetle.
Attack, Charge, Greatsword, Moved: 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 172d6 + 4 + 1 ⇒ (6, 4) + 4 + 1 = 15
GM Chyro |
You start prone, as you wake up.
On the side, you've probably taken a looted crossbow & bolts, yes?
Jadwiga Elsa Harcatha |
Elsa rolls over and complains Grint! Why are we always being bothered! Tell them to go away.
Holding
GM Chyro |
Extra roll, sorry for forgetting: 1d20 + 1 ⇒ (19) + 1 = 20
Sivar's in Elsa's group.
Sivar Soulscar |
Sivar will wake up stand up and grab his Fauchard
He also yels words in Celestial hopefully enough to help wake the rest of the group
"Wake up all.. wake up.. we are under attack!
GM Chyro |
Night time ambush, round 1
Elsa wakes and orders Grint to take action. She holds on her actions, to let the boys do some stuff first.
Grint stands up, and grabs a crossbow that was looted.
Sivar stands up and arms himself, yelling in celestial to wake up Father Burdock.
Dwarf cleric moves towards the green sentry, and casts guidance on him.
------
Red bombardier appears next to the green slicer beetle, and it spits acid at the two dwarves.
Acid: 2d6 ⇒ (3, 4) = 7
Dwarf: 1d20 + 2 ⇒ (9) + 2 = 11Cleric: 1d20 + 2 ⇒ (18) + 2 = 20
The sentry takes 7 dmg, but the cleric dodges it partially.
Green slicer beetle attacks the dwarf.
Bite: 1d20 + 7 ⇒ (5) + 7 = 122d6 + 7 ⇒ (5, 3) + 7 = 15
The attack would have been heavy, but the dwarf blocks it with his axe.
------
Orland, Red dwarf
------
Blue bombardier
------
Blue dwarf, Green dwarf
Father Burdock
------
Blue slicer beetle
------
Sivar
GM Chyro |
It was about 2 hours into the night, so you can still consider it the same day. All spell slots will still be refilled the next day.
Orland Basch |
Orland rolls over and snorts " Not now mum five mor' minutes.. " before snapping awake at the sound of Dwarven roars of pain. He rubs an eye and groggily got up before bounding forth to assist the Northern area.
GM Chyro |
As Orland goes to the northern side, the red dwarf moves to the center, drawing his own crossbow.
Bolt: 1d20 + 5 ⇒ (3) + 5 = 8Sting: 1d8 + 1 ⇒ (8) + 1 = 9
His shot at the blue slicer beetle was too high, and he mutters some words of frustration.
---------------------
The blue bombardier beetle advances, and spits at the dwarf sentry.
2d6 ⇒ (3, 1) = 4 Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
The spit was less worse than the other, and the dwarf avoids it partially.
---------------------
Blue dwarf vs beetle: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 3 ⇒ (4) + 3 = 7
Green dwarf vs beetle: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 3 ⇒ (6) + 3 = 9
The blue dwarf hits for 7.
Father Burdock
---------------------
Blue slicer beetle
Father Burdock |
Burdock, effectively naked without his armor, takes his surroundings in and throws a magical floating hammer of Torag into the fray!
Spiritual Weapon @ Blue: 1d20 + 6 ⇒ (10) + 6 = 16
Damage on hit: 1d8 + 1 ⇒ (5) + 1 = 6
He then stands up.
AC is effectively 12/11/12 until I put a shield on, and that's about as good as it'll get this battle :p