If you know any players whom you think would be a good fit for the game, please let them know that I'm looking for two players to bolster our numbers. I'd prefer your referrals to holding another open recruitment.
I'm thinking we can have them join you once you're north of the pass - perhaps they are hunting for Kane, as well.
Thanks in advance!
Four does seem a little small as a party to me; if Landon comes back, and we're at a solid five, I'd still feel better if we got an arcane caster for the group as well. Hopefully Landon will drop in sometime soon and give us an update on his status.
Also, as an aside, I'm thinking of asking players to run an NPC during combat as well. It's kind of arduous for me to play both baddies and allied NPC's in combat. Would anyone be up for that?
Our numbers seem to be running a bit thin of late - just wanted to check in and see who was still around. As far as I know:
- Amestri (Dark Netwerk) has emailed me and has advised that he's dropping out of the game;
- Soren (played by Drake Somerset) has been gone for ages - I can only assume that he's had to drop out for one reason or another;
- Landon - one of our originals - hasn't been around for a bit. He last posted that he was taking care of his sick wife and child; hope all is well there.
So, currently active players are:
So, as it stands, we've lost two or three players (depending on Landon's status). I hold myself to account for this - my posting has been less consistent than it should have been, and I'm also questioning the direction the storyline has taken of late - I don't think it's holding interest.
I put the question to you, my players - how should we proceed? I'm looking for input on both the storyline and on bolstering our numbers.
Thanks to all in advance of your input!
The night passes quietly; Selune is but a sliver in the night sky, so the night's darkness seems more pervasive, though the stars shine beautifully without the light of the moon to obscure them. True to her word, Rylind's people keep a quiet vigil through the night, maintaining a perimeter that includes your resting area without approaching too closely. Just past midnight an impressive display of falling stars attracts attention in the night sky.
With the dawn comes Rylind, armoured and equipped, and two of her band, set to ride north with you. One is a big brute of a man, close to seven feet tall, muscular and scarred, wielding a large battleaxe, with several smaller throwing axes in drop scabbards around his thick belt. He grunts in introduction, his bald head showing an intricate tattoo as he nods in greeting. Tarek. he grunts while pointing to himself; you heard several of the others call him "Ogre" as they were saying their goodbyes.
Beside Ogre is a more normally sized man, dressed in traveller's clothes and armed with a pair of daggers. He shakes hands with his left hand, introducing himself as Ambrose, the magic user. You note that he keeps his right hand concealed beneath a black glove. which seems ill-fitting; his features are almost goatish, and his small black eyes dart around nervously, as if fearful of every sound, every movement around him.
We're ready when you are! Rylind says, rubbing the shoulders of her horse, a beautiful black mare. She whispers words of encouragement into the beast's ear, while admiring the magnificent creature.
As Apollo yips and plays, Belina looks around at the bandit camp. I know these people are here because of this land's troubles - my heart goes out to them for that. But I find that I cannot trust them, nor that half-orc leader of theirs. Please watch her closely, my lord - for my part, if she is travelling with us, I intend to know she is at all times! Apollo grrs defensively when a village girl approaches too closely - clearly your little companion shares Belina's worries!
We have horses, yes. The final tally will be taken in the morning but I guess three of us will be with you. We'll be ready by dawn; you'd best get some sleep, if you're to match that. We have guards, so you're all free to rest.
Rylind thinks for a moment at Belgrin's words. I'd rather not take any chances, master dwarf, good reputation or not. I find that low justice for a half orc is often less than equitable. My people and I are best served steering clear of the big towns and cities.
The wood elf smiles again, clearly knowing that name. Your friend .... you know that she's found herself in a little bit of trouble, hmm? Myratma is almost as Calishite as Tethyrian - the slave trade thrives there - and your little friend was bought some time ago by the Calishite Princess who now pretty well runs the city. The wood elf girl laughs, looking you up and down. Are you going to bid on your friend, to save the high and mighty sun elf girl from her bondage? Bring a big coinpurse, sister!
Has everyone added the 250xp from parleying with Rylind's group to their total?
Rylind thinks for a moment. Kane himself had a feral wolf as companion - a black beast with red eyes, it was. There was an archer with him, accurate as hell, and some sneak whom I didn't get a good look at, but who was fast - very fast. They had a magic user as well - scrawny little man, but he had the stink of brimstone and burned flesh upon him - a diabolist, I guess.
I need to keep most of my people here - we can't drop in numbers by much, or we'll be vulnerable to predation by other groups. A couple of the folk here do have scores to settle, however - if they want to go with you, bolster your numbers, then they have my leave. I'll go with you as well - though I won't enter Port Kir - let's just say the local constabulary and I don't see eye to eye.
The wood elf girl gives you a smile. Myratma? That's far to the south, sister. Though I have been down that way, about a year ago. She steps closer - she's tall, this wood elf girl, probably half a foot taller than you. Why do you ask? A well-worn short sword hangs by the girls' side, and her hand stays close to the hilt.
Rylind's jaw spasms almost imperceptably as she recalls the encounter. They raided our encampment, no doubt seeking supplies. Like feral beasts they were! Kane himself fought with sharp claws, like an animal. I was able to fight him to a draw, and the sheer weight of our numbers enabled us to drive them off. I know not why they head north, nor anything else about them, save that I'd love another crack at the bastard!
The wood elf looks at your companions for a moment. [b]Your own choice of friends might lead to the same question, Gold Elf. I know little of the goings on with the Suldusk elves- I left my people some time ago under - dark circumstances. Since then, I've sought my place wherever I can find it .... for now, that is here.
Rylind's gaze slowly meets Matthias' as he mentions your quarry in the north. Is it ... you seek Kane, then? Several of the people nearby go silent at the name; Rylind herself puts her wine down quickly.
That is .... a name of ill omen, friends. We've tangled with his band once before, as they headed north through the pass. Like beasts, they were - they attacked without parley or warning. We lost three people before we drove them off. They, too, seemed desperate to head north, else our losses would have been greater.
The wood elf - a lovely young girl - follows you warily, and keeps several feet of distance. She says nothing to your greeting for a moment, eyeing you cautiously. After a moment, she responds, in slightly accented common. [b]Olore, traveller. Do you have business with me?
@ Matthias: The girl warms up quickly to your relaxing manner, but has little of import to say. The group moves frequently, and most of the members were either driven from their homes or fled during Tethyr's dark days. She herself was orphaned at a young age and lived on the streets of Zazesspur until one of the local toughs tried to force her into a life of servitude on the streets. She fled north, and eventually fell in with the group. You see her look often towards Rylind with both admiration and a touch of fear.
Belina wraps herself in a cloak and keeps close to you as you walk the perimeter. I don't trust that woman, my lord! She says this quietly, looking around her to see who else may be close. I doubt I'll get a moments rest here tonight, surrounded by these cut-throats. And did you see the way she looked at me? I will not be leaving your side tonight!
After you set up, food is brought - mostly fresh game and foraged vegetables, though a spicy wine is also served, a wine which must have been bought from a winery, as it is must be the product of a vinter's work.
Rylind sits at your circle after a few minutes; having removed her cloak and armour, her body is revealed to be slender, but wiry - clearly stronger than one might think. Her gray blouse and black leather trousers are brightened by the red sash she wears low on her hips. She surveys your group for a moment before speaking. All settled in? Good ..... now, tell me, what sends you north, through this dangerous pass?
Rylind smiles indulgently to Janiries, waiting for you all to pack up, before leading you up the road about twenty minutes, then taking a poorly-marked footpath that leads west from the road. After about fifteen minutes you arrive at the camp, concealed within a copse of trees.
A number of tents and three yurts - one of considerable size - represent the camps shelters. A large central fire lights the area, but these people are woodscrafty - the fire pit is recessed and little smoke is generated, drawing as little attention to its presence as possible.
The people appear fit and healthy, though very wary of your presence - about two dozen are able bodied males, primarily human, though several show half orcish characteristics and at least one appears half elven. Added to their numbers are seven or eight female hunters - one of whom appears to be a wood elf, who watches Janiries very carefully.
The rest of the inhabitants are noncombatants - women, some pregnant, older or cripped men and a number of children. All told, about eighty souls altogether.
Welcome to our camp! says Rylind grandly, with a crooked smile on her face. We move frequently - bandit groups, primitive humans and orcish tribes are not unknown in this area. We've even seen dark elves in the night - not sure where they came from. She points to an empty area about twenty feet from the fire. If you want to set up there, that's fine - then we can get some food into you and talk for a bit. Rylind calls back over her shoulder. Willow! Help these newcomers if they need anything, and make sure they get something to eat! A young, pretty, slender human girl, not more than 18 winters, runs forward. Her long brown hair is held back by a simple brown scarf; she wears a white linen blouse and a long grey skirt. Yes Rylind! she responds, a little out of breath, before looking to your group. How may I serve? she asks, making sure to carefully avoid eye contact.
Rylind smiles at your deliberations. I am not leading you into a trap, friends. If you wish to stay here, so be it; I offer the safety and comforts of my encampment out of courtesy, and so you can see for yourselves who we are and how we live. If you choose not to take me up on my offer, I can stay with you tonight. We can discuss - future prospects.
No xp? Of course there is! Talking instead of fighting is a fine thing! Everyone gets 250xp for avoiding a big fight that may have been very hard to win!
The half orc takes Hezar's hand and shakes it, though the expression on her face is less than friendly. You're a sour one, mister Hezar ... let us see what truths we can glean from one another, once we become better acquainted, hmmm? You might find we are not so different, at our cores! Perhaps we share similar tastes, hmmm? The half orc's eyes fall upon Belina for a moment, before return to Hezar's, a crooked, charming smile upon her face.
If you'd like, we could adjourn to my camp for the evening - it's about a half hour from here, but more secure and there are significantly more .... creature comforts.
Well met, Belgrin of the Stoneshield clan. I've never met a dwarf who wasn't upright and honourable - I'm glad to see that hasn't changed. She lifts her right hand, presenting her open palm. Put those arrows back in your quivers, boys, there'll be no violence here tonight. Her people - those you can see, at least - lower their bows and unstring their arrows, though they remain vigilant.
Rylind walks into the circle of your camplight. She is striking, despite her orcish heritage - her features revealing almost no trace of anything other than human. Those red eyes, though - and the pronounced canine teeth - would be telling signs to a perceptive observer. She is dressed for stealth - all dark greys and blacks; even her finely linked chain mail has been lacquered black.
She kneels beside your former prisoner, helping the unsteady girl to her feet, who smiles through her tears. As she hands her off to another member of her band, the girl shoots a hateful look at Janiries - apparently her mistreatment will not be easily forgotten!
The half orc woman smiles. My name is Rylind - ranger, tracker, and spokesperson for my band of mountain dwellers hereabouts. I can't claim to be ruler of this rabble, but I do knock their heads together on occasion - and they do seem to ask my opinion a lot! She gives a rueful smile. We have, from time to time, engaged in a bit of banditry - but our primary living is made via tomb breaking. These hills and mountains are full of ancient tombs, full of treasure that could be helping the living people here, instead of laying silent in a barrow somewhere. We also offer escort and protection for smart businesspeople through this pass ... there's a lot worse than us lurking in these mountains, I assure you!
The prisoner nods at Belgrin's offer, making no other movements or sounds.
A .... job offer? That is unexpected .... my people will have to vote. Some may wish to take you upon your offer, and some may not. I will consider it myself. But I still wish my friend freed .... and I wish to know what drives you north in such a rush. Perhaps we can be of further assistance - if your cause strikes a chord with my people.
The half orc woman crosses her arms, and smiles at Janiries, watching her every move.
The woman shakes her head. You are .... Hezar, right? My boys heard one of the others using your name. Look, we don't want to attack anyone. I came prepared because I'm no fool, but that doesn't mean I want a fight. If I sent my folk away would that really put me in a better position? I want my friend back. And you have some errand to the north that likely shouldn't be delayed. Let's both be reasonable.
Her eyes narrow a little at Belgrin's words. You're not much of a diplomat, Master Dwarf, are you? But we've heard of the increase in the number of walking dead - not good news for enterprising business people, especially if the problem spreads. Is that why you're headed north in such a hurry?
The woman smiles - charmingly, save for the pronounced canine teeth. I haven't come for a fight, but I have come prepared. I've over a dozen of my people surrounding you, heavily armed. Your lovely lady elf can confirm that, I think. She winks at Janiries, easily seeing her as she attempts to move around to a better position.
@ Matthias and Hezar:
While her statement about not being bandits certainly sounds less than honest, she does seem to be telling the truth about everything else - including a desire not to fight.
Are we bandits? The woman asks, drawing closer, a wry smile on her face. There is evidence of orcish blood in her - the red tinted eyes, dusky skin, the suggestion of enlongated canine teeth ... but nonetheless she is strikingly beautiful, her hair long and black as she pulls back her hood and shakes it free. I don't remember us engaging in any banditry - my fellows were simply investigating a tomb that had opened after the groundquake.
She stops and surveys your group for a moment. Two scimitars hang at her waist, though she makes no move to appear ready to draw them. In fact, unless my men report falsely, it was you who struck first, shooting poor Cassi through the throat. She looks to Hezar, shaking her head. My boys withdrew, thinking her dead ... but thank you for taking action to bring her back from the brink. I'd call that even, and ask that you free her. There's no need for anyone else to get hurt .... and I'm sure whatever task sends you north in such a hurry requires that you travel as quickly as possible. She smiles again, awaiting your response.
Your keen elven eyes detect at least a dozen figures in the shadows, and the glint of steel arrowheads trained upon your party!
Just before dusk sets, a lone figure approaches down the road from the north. Of average height, and slender, the individual wears a long hooded cloak which obscures identification of any specific features.
Stopping about 50 feet from the perimeter of your camp, the figure stops and regards you silently for a moment, before pulling the hood of it's cloak back. In the dark, features are difficult to make out; but the eyes have a glint of red in them. A feminine voice, cultured, but powerful calls out.
Greetings, travellers! I have come to understand that you have in your custody one of my people; a young lady, specifically. I have come to request her release into my custody - rest assured, if she caused you any inconvenience, you have my sincerest apologies!
The voice is calm, rational, but with an edge - this one has no fear of you at all.
Hezar finds a fairly good place for camp - covered by a rock wall to the west and heavy thicket to the south, at least two directions are essentially proof vs. approach.
The prisoner has the air knocked out of her as Janiries knocks her off the horse. Breathing heavily, tears flowing from her eyes, she stares with unbridled hatred at the lovely elven rogue.
That's not necessary! Marius adds, shaking his head. Mistreating her just makes us look like scoundrels ourselves. If her people do have the upper hand, do you really think this will cause her to speak well of us?
As the sun falls from it's midday height you find yourselves making fair progress through the foothills, until the mountains themselves threaten to envelop you on either side. The pass is largely a rocky valley which allows easy access through the mountains - legend has it the pass was blasted through the living stone by great mages of the Netherese empire many millenia ago. Whatever the truth, it has been key in unifying the northern and southern regions of Tethyr - two regions which are very different in climate, and even culture.
You make no contact with the bandits throughout the afternoon, but you are certain you feel eyes upon you. As good as Hezar is, he is on their territory; if they are out there, he's unable to track them effectively.
As the sun gets lower you find yourselves needing a camping site for the night. There maybe an inn further down the road, but you're not sure; and the risk then becomes that darkness will fall and neither campsite nor inn have been readied.
You all assume correctly - that bird call sounded odd. And your prisoners' reaction was interesting, no?
After several minutes, no one has approached. The prisoner, gagged by Janiries, looks stonily ahead and doesn't attempt to move or resist in any way.
They wouldn't come for us in the day, unless their numbers were overwhelming - if they're out there, they'll be coming for us tonight. Marius says this, while looking hard at the girl. She's more trouble than she's worth, my friends!
Belina recasts message as Hezar has asked, and scans the cliffs ahead, longbow drawn. If we're going to move, we'll have to make a decision soon! She looks to Hezar after speaking.
The young bandit seems scared for a moment as her fate is being discussed by the two Helmites. But....
Perception DC 15:
You hear a strange birdcall from further down the road, deeper into the foothills. It is difficult to identify what kind of bird it came from!
After a few moments the girl calms, the look of stoicism returns to her face, and she is as defiant as ever!
It's just a bit past noon, now - you can still make several hours of progress before looking for a site to set up camp. What are you going to do with the bandit?
No; you guys are currently in the foothills of the Starspire mountains, passing through the Grim Jaws pass on the way to Port Kir and the vicinity. Your protectorate is well south and east of your current location.
The girl stares grimly forward. We are thrice, nay, four times your number at my camp alone. As a tribe we are.... she stops abruptly, as if concerned that she has given away too much, and says nothing more.
The girl sneers at Matthias' words. By keepin' me you're making the decision to fight, priest. By nightfall you'll have two dozen of my people, trainin' arrows on ya! Now let me go!
This one is a real treasure ... Belina mutters under her breath, shaking her head. Should we just leave her here? If her people are really so eager to get her back they'd no doubt find her in short order. Belina looks to Hezar for his opinion.
She's going to slow us down, one way or another. says Marius, his eyes looking north, no doubt thinking about Kane and his group.
The girl blanches a little at Landon's threats, as his more diplomatic entreaties seem to fall on deaf ears.
I ain't afraid of you, Helmite! You're all full of bluster and hot air! I don't have to tell you people ANYTHING. But I will do you this favour: release me now, and my people won't come after ya. But if ya don't - if ya keep me bound an' trapped - they will come in the night and kill all of you. She spits on the ground by Landon's feet and then looks up with a sarcastic smile.
Sense motive DC 15:
She is scared of you, but she wasn't making idle threats - she really believes "her people" will be coming for her.
The bandit is awake and aware as you emerge from the crypt. She's younger than you had thought - perhaps only 19 or twenty winters - and despite her rough appearance and the scowl she bears, she's rather pretty, albeit tomboyish. Her long brown hair is pulled back in a simple ponytail. Belina has stripped the girl of her armour; she retains a pair of rough leather breeches and a brown linen blouse. Her wrists are bound behind her back with the manacles and she sits, cross-legged, on the ground.
Belina meets Hezar with a long hug, and Apollo yips excitedly upon seeing the ranger. Tethys stalks up silently to Marius and gives him a headbutt on the leg, before moving from one party member to the next, butting and purring.
She's not said a word, says Belina, consternation upon her lovely face. I promised we wouldn't hurt her, but I've not even been able to get her name. I didn't know if anyone else wanted to try talking to her.
Unfortunately, neither the scroll nor the sword seem willing to give up their secrets just yet; you can try again after a short rest.
The amulet, just to note, is not of the Helmish faith, though it looks similar. There is writing on the back, but it is in some sort of pictogram language that none of you are familiar with.
Janiries detects no traps upon the coffer; slowly opening it, the smell of sandalwood precedes a small cloud of dust. Inside the chest is a single ivory scroll case, sealed with beeswax. There is something within!
Amestri's spell detects something magical on the floor - under the bones and armour is a scimitar, virtually unblemished. The edge remains sharp despite the vast age since it was last wielded, and the blade has a hint of sapphire blue running up the edge. It is light and beautifully balanced.
Little else of value was found, save for an ancient locket, the symbol of an open, ever watchful eye on the front.
The mask does radiate strong magic; your skill at spellcraft warns you that the mask carries a powerful curse - you musn't let anyone look into those lifeless eyes!
The object definitely has a strong aura of evil about it. It feels ... unnatural, and your every instinct tells you that it should be destroyed!
@ Janiries, Landon, and Hezar - the room beyond was carved out of the living stone deep under the hill. Relatively narrow and long, the floor is littered with broken skeletons in ancient armour, with old rusted weapons laying strewn amongst them. You detect no traps in the room proper; but you may find something of value in the refuse on the floor.
On a ledge on the south wall are four large ceramic jars, each topped with a different animal head. On the north an old wooden coffer has been set into a hole in the wall. And on the north, a throne, carved out of stone, and set into the wall. How many centuries- millenia- did the evil ancient undead spend alone in here?
Belina responds: I'm just fine, my love! The bandit girl has awakened ... and Sune's girdle, that was a lot of locusts! They flew off to the south, my lord, in a swarm that darkened the sun. Is everyone okay in there?
@ Janiries - the mask is far heavier than you expected - almost certainly lead that has simply been gilded. As you pick up the mask, the eyes flash open, and the mouth opens, baring horrid black fangs - the mask seems to stretch as the distorted, golden face leans forward, trying to bite at you!
Attack vs AC 21: 1d20 + 4 ⇒ (3) + 4 = 7
The black fangs gnash at the cloth, but find no flesh to tear!
The room appears relatively bare - you can see a plain stone chair, and there are items littered on the floor ... but you'd need to get in there to really determine the contents of the room.
Actions for Tranche #2:
Belgrin lays into the prone mummy, hitting it hard despite its tough, ancient form. (inflict 6 hp damage after DR)
Amestri's magic missiles slam hard into the mummy's ancient form, causing dust to fly into the air. As the final magical bolt hits home, the ancient form of Tanebrous seems to fall apart; hundreds, if not thousands, of tiny locusts erupt from his once humanoid form. They begin to stream out of the tomb in a vast buzzing cloud, leaving behind only yellowed bandages and the golden funerary mask.
Congratulations! From the two back to back encounters, you earn a total of 3000 xp; that's an award of 429 xp each!
Actions for Tranche #1:
Hezar finds the prone mummy a more difficult target than he had expected; the oil drops into space j26, falling just a bit short of the target.
Landon steps up and strikes at the foul creature; the blow bounces off the fiends funeral mask, however, doing no harm.
Janiries finds that her attack with the club also fails to harm the monster; her rapier, however, bites deeply into its shoulder, causing the mummy to grunt in discomfort. (total damage after DR: 12 hp)
Tranche #2 is up next - Belgrin and Amestri!
Actions for Tranche #3:
Matthias calls upon Helm's power, healing all in the group for 6 hp. (updated HP totals noted on the combat map)
Marius' fire elemental materializes in K26 - short, vaguely humanoid, but glowing red hot, the elemental immediately attacks the prone mummy:
Attack:1d20 + 4 ⇒ (18) + 4 = 22
The mummy ends up taking 6 points of damage - it's bandages seem easily flammable!
Realizing that he doesn't have a clean shot, Marius holds off on firing a magic stone. He'd be at -8 taking a shot at the prone undead!
Tranche #4 - Tanebrous:
Chanting in some long-dead language, Tanebrous uses a supernatural ability, and calls forth a swarm of stinging locusts! the area of effect is a 10' square affecting I27 and 28, and J27 and 28. Belgrin and Landon are in their area of effect and each take 1d6 ⇒ 5 damage. As they crawl under your armour, and to the sensitive flesh below, they also have a chance to poison you (fort save DC 11):
Neither succumb to the venom, however!
Round two is over! Round three is up next, and Tranche #1 - Janiries, Landon and Hezar - are up next!
Just to note - when you channel positive energy it can either affect the living (healing them) or the undead (damaging them). It can't do both at the same time; I think it was like that in the playtest, but not now. Would you want to heal your allies or harm this monster with your channel?
Actions for Tranche #2:
Amestri's magic missiles streak from her hand and connect with the ancient terror, causing it to grunt incoherently under it's golden funerary mask!
This is quickly followed by Belgrin taking the legs out from under the ancient mummy - it falls to the ground with a heavy thump! As it falls, a heavy, bandaged hand lashes out wildly:
Attack of opportunity: 1d20 + 14 ⇒ (4) + 14 = 18
But the blow catches only air!
The creature is now prone, and has a -4 modifier on melee attacks, and -4 AC vs. melee attacks made against it.
Tranche #3 - Matthias and Marius - up next!
Actions for Tranche #1:
Hezar takes aim and lodges an arrow directly in the chest of the undead fiend. Despite wisely having chosen a blunt arrow, the attack seems of little consequence to the risen sorcerer!
Janiries lithely slips between the creatures legs, ending up in prime attack position behind it. Her club, however, bounces harmlessly off the golden funerary mask!
Landon grits his teeth as the electrical current surges through him. Heeding Marius' warning Landon takes a step back while uttering a short prayer of healing to Helm.
Tranche #2 is up next - Amestri and Belgrin!
Actions for Tranche #3:
Matthias casts Bull's Strength on Belgrin - that's a +4 to strength for the next three minutes.
Marius begins to chant the words of a summoning spell. Fire elemental coming in! Make sure it has space! he shouts between passages of his prayer to Silvanus.
Casting Summon Nature's Ally II - summoned creature arrives before Marius' action next turn.
Actions for Tranche #4:
Muttering ancient words, the hoary risen corpse's hands crackle with energy as they reach out to touch Landon!
Touch attack: 1d20 + 12 ⇒ (8) + 12 = 20
Landon's attack of opportunity: 1d20 + 7 + 1 + 3 ⇒ (1) + 7 + 1 + 3 = 12
Seeing an opportunity, Landon strikes at the fiend while it is casting, but to no avail - it simply shrugs aside the blow. Ancient, gnarled hands reach out for Landon, contacting his steel armour, and the crackle of electrical energy passing into Landon can be heard even outside the tomb!
Round one is over! Round two is next, and Tranche #1: Janiries, Landon and Hezar - are up next!
Actions for Tranche #2:
Belgrin swings a mighty blow, but the ancient undead fiend stuns everyone by shoving aside the maulaxe with little effort at all. How strong is this monster?
Too far to use fire, and too shaken to advance, Amestri instead uses her magic missile spell on the shambling figure:
Spell resistance: 1d20 + 3 ⇒ (6) + 3 = 9 vs SR 16
To Amestri's shock, and everyone's dismay, her spell seems to melt before it can affect the mummified fiend! It takes no damage at all from the spell.
Tranche #3 - Matthias and Marius - up next!