| Ander Meliamne |
"I'm alright, it wasn't too bad," Ander replies to Wrathmire. Narrowing his eyes suspiciously at the skeletons, he says, "As a rule I'm against the desecration of the dead; on the other hand, there are only so many reasons to leave your dead standing upright and armed. We can't afford not to act."
Ander then sets his torch down on the stone floor, pulls out a handaxe, and hurls it at the nearest skeleton.
Handaxe: 1d20 + 5 ⇒ (14) + 5 = 19, Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Aeshuura
|
Ceidith rushes through before Wrathmire has a chance to investigate, and he too gets wracked with that dark energy! Ceidith takes 2 hp necrotic!
As Wrathmire investigates the door, he finds that it is not a trap in a conventional sense. The walls seem to be lined with some sort of dark material. Maybe obsidian? As far as traps go, there does not seem to be any way to disable it, short of some high order magics. From his position, Ander thinks that if the rest of the group continues along the passageway it will take them to the chamber that he is currently in.
Meanwhile, after the waves of nausea subside, Ceidith moves to tap the skeletons on the shoulder, but they do not seem to react.
It becomes clear to Wrathmire that anyone passing through this door will be subject to the dark energy.
EDIT: The skeleton that is targeted by Ander, falls backward at the hit, a handaxe stuck in its sternum!
| Uriah Lewis |
Seeing that his allies are being harmed by the doorway...Uriah steels himself and walks through the portal.
Ouch that smarts. he murmurs
Aeshuura
|
Everyone that passes through the secret door takes 2 hp necrotic.
Wrathmire finds that each of the secret doors is lined with the same black stone and comes to the conclusion that anyone passing through any of the three secret doors will be subject to the dark energy. As he checks the last door (the farthest West), the crossbowman can see light down the passageway. The voices of his companions can be heard from both directions...
Aeshuura
|
Adrian, since you walked through the door already, you are not quite by Wrathmire. However...
Soon, the bunch of you in the chamber see Wrathmire emerge from the passageway North with Presmer and Itzal following close behind.
Aeshuura
|
Presmer, Wrathmire, and Itzal do not take the 2 hp damage. Make sure that everyone else has factored that in. Would you like to investigate the throne, now that the skeletons have been discovered to be inert? Or would you like to continue on through the South passage and head West? (see map)
| Senka/Itzal |
Itzal moves over to the throne and inspects it and the surrounding floor and walls. perception: 1d20 + 4 ⇒ (1) + 4 = 5 As she moves, she says, Disassembling the skeletons is a good idea.
| Ander Meliamne |
Ander methodically breaks the skull of each skeleton, just in case. "So, which way next?"
Since I can only occasionally get a look at the map, it's probably better if I follow rather than lead. I'll still stay near the front, though.
Aeshuura
|
Itzal makes a cursory examination of the throne. Satisfied that there is nothing of interest, you all begin moving down the southern passage.
Wrathmire takes the lead, with Ander and I assume Sir Adrian close behind, but finds no traps. However, the passageway opens into another chamber that seems to have been set up as some sort of laboratory. There are several tables spread out, covered with a variety of beakers, vials, cauldrons, and pots filled with all kinds of alchemical agents and reagents. There are also a few tomes scattered about on the tables.
It is uncertain how long this has been down here, the the fluids are still in liquid form.
On the central table, there lies a note, written in the common tongue, that says, Raaxil, I have figured out how to complete the process. When you are ready, simply pour the contents of this blue pot into the cauldron and stir. The effects should be instantaneous, but DO NOT DRINK THE RESULTING POTION.
Anyone who desires may make an Intelligence (Arcana) check. If you are proficient with an alchemy kit, you may make that check instead.
Aeshuura
|
| Ander Meliamne |
"This doesn't look good," Ander says. "I recognize some of this stuff from my herbalism and potion-making work, and I think it has something to do with both necromancy and dragons. It's really top-shelf stuff, too. Whoever this Raaxil person is, they've commissioned some serious magic."
| Uriah Lewis |
Knowledgeable, polite and fearless in battle! Uriah quips and then to the masked rogue
Why of course! Thank you for volunteering to carry such a burden.
| Ceidith |
You can see a hint of a smile beneath Ceidith's mask as he turns to Uriah I'm not THAT strong... Turning to Ander, he says But, seriously, what if we bring small amounts of each potion, would that be useful?
Aeshuura
|
You could, but the passageway continues on. It would add to the time, and there are not many vials that are empty. None of them stoppered, so you best be careful in the transport. ;)
| Senka/Itzal |
Itzal, rather uninterested in the alchemy, follows Wrathmire across the room toward the exit.
Aeshuura
|
The passage continues West and turns North, opening up into a 30' x 50' room with some alcoves on the North wall and one large alcove on the Southern wall. The chamber's walls are painted to look like the inside of a dragon's lair: the scenes depicting piles of treasure, robed acolytes bowing in supplication, bound prisoners offered as sacrifice, etc. All of the paintings focus toward the alcove in the South wall where a pile of gold coins form a nest perfect for a large dragon!
In addition to the paintings, there are four glyphs: one each on the North, South, East, and West walls. The Southern glyph is in the alcove, while the others are on the main part of their respective wall. Each of the glyphs glows faintly in the dark of the chamber.
In the Northwest corner of the room, what looks like some sort of a magic circle has been etched into the floor. The lack of wear on the etchings implies that the circle was created relatively recently. A thick metal rod, inscribed with sigils, stands in the middle of the circle.
Lying on the floor in different parts of the room Indicated by the maroon squares on the map are four corpses. Although they are clearly humanoid, they look as if they were stitched together with some parts apparently draconic in nature.
| Uriah Lewis |
Indeed. But next time don't steal my lines.. Uriah says with a muted voice.
| Ceidith |
Ceidith quietly chuckles and walks toward the closest of the four corpses. Kneeling down, he begins to investigate the draconic parts, and walks around the room, looking for any evidence that someone was there recently.
Investigation: 1d20 + 4 ⇒ (16) + 4 = 20
Aeshuura
|
Presmer and Ceidith move forward, Ceidith inspecting the corpses, Presmer inspecting the circle. They are only looking for a few seconds before the glyphs flare up and the corpses animate!
Presmir Maurmeril 1d20 + 1 ⇒ (6) + 1 = 7
Wrathmire 1d20 + 3 ⇒ (15) + 3 = 18
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (14) + 1 = 15
Uriah Lewis 1d20 + 2 ⇒ (19) + 2 = 21
Senka/Itzal 1d20 + 2 ⇒ (20) + 2 = 22
Bad guys 1d20 - 2 ⇒ (10) - 2 = 8
Oddly enough, everyone except Ceidith and Presmer may act before the zombies, for lack of better word, do! Itzal, Uriah, Wrathmire, Sir Adrian, then Ander, though post your actions in any order and I will sort them out. Presmer and Ceidith may post theirs too, but their actions will occur after the zombies have a chance to act.
| Sir Adrian Fullbright |
Round 1, GWF
Sir Adrian picks a zombie and wades in with his Greatsword.
GS Att: 1d20 + 5 ⇒ (7) + 5 = 12
GS Dam: 2d6 + 3 ⇒ (3, 2) + 3 = 8
GWF Re-Roll: 1d6 ⇒ 4
Total Damage: 10
| Ander Meliamne |
"Saw that coming," Ander grumbles. He then quickly sets down his torch and advances into the fight.
I'm at home today, so I can move my token. :D
Longsword: 1d20 + 5 ⇒ (9) + 5 = 14, Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Action surge:
Longsword: 1d20 + 5 ⇒ (13) + 5 = 18, Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Also, if by chance I need to make a CON save during this fight, I'd like to use my inspiration on it. Let me know if that comes up.
| Uriah Lewis |
Uriah moves up and gives a word of inspiration to Wrathmire
Word! Bardic Inspiration +1d6 to one d20 roll
He also points his shiny rapier at a nearby Zombie
Word times two! Casting Vicious Mockery DC13 Wisdom or take 1d4 ⇒ 2 Psychic damage and have disadvantage on next attack!
| Wrathmire |
Wrathmire moves forward, drops his torch, and fires a few shots into the zombies.
Hand Xbow Attack 1: 1d20 + 7 ⇒ (11) + 7 = 18
Hand Xbow Damage 1: 1d6 + 3 ⇒ (1) + 3 = 4
Hand Xbow Attack 2: 1d20 + 7 ⇒ (10) + 7 = 17
Hand Xbow Damage 2: 1d6 + 3 ⇒ (4) + 3 = 7
Hand Xbow Attack 3: 1d20 + 7 ⇒ (20) + 7 = 27
Hand Xbow Damage 3: 1d6 + 3 ⇒ (2) + 3 = 5
Hand Xbow Damage 3 Crit Dmg: 1d6 ⇒ 4
| Uriah Lewis |
Seems Wrathmire and my post got crossed, Cedeith gets the inspiration then!
| Senka/Itzal |
Itzal inspects the glyphs, hoping to find something useful there. arcana: 1d20 + 2 ⇒ (8) + 2 = 10
Aeshuura
|
Bad guys 1d20 - 2 ⇒ (10) - 2 = 8
Presmir Maurmeril 1d20 + 1 ⇒ (6) + 1 = 7
Ceidith 1d20 + 3 ⇒ (2) + 3 = 5
Senka/Itzal 1d20 + 2 ⇒ (20) + 2 = 22
Uriah Lewis 1d20 + 2 ⇒ (19) + 2 = 21
Wrathmire 1d20 + 3 ⇒ (15) + 3 = 18
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (14) + 1 = 15
1d20 ⇒ 14
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (2) + 3 = 5
Itzal, looking from the zombies to the glyphs and back, runs to the nearest glyph, draws a knife and scrapes it in a certain way across it, breaking the glyph! The glyph goes dark and when that happens, the zombie next to him reels a bit as black smoke pours from its eyes.
Uriah sings a lively tune about Word up, is the code word... and Ceidith feels inspired! Then the bard breaks off and looks at the zombie on Ander and continues, and if you are not down with then you're totally absurd! The zombie doesn't seem to pay much attention...
Wrathmire unloads a flurry of quarrels at the adjacent zombie, rocking it back on its heels, but it yet stands!
Sir Adrian moves in next to Ceidith and swings hard, taking a chunk out of the zombie!
Ander draws his blade and moves up to the other side of the masked rogue, gripping it in both hands and takes two hits on the zombie! It stumbles back and falls over unmoving.
You all notice, as it is hard to miss, that every hit taken on a zombie causes all of the glyphs (with the exception of the one already disabled) to flicker.
EDIT: Forgot to have the zombies attack!
The zombie on Wrathmire swings wildly, as if blinded and misses the crossbowman!
The other two rush in, swinging clubbing strikes at Wrathmire and Sir Adrian, but the crossbowman slips out of the way and the paladin shrugs off the blow!
Okay, everyone may go!
| Uriah Lewis |
Stupid hunk of rotting meat!
Casting Vicious Mockery DC13 Wisdom or take 1d4 ⇒ 3 Psychic damage and have disadvantage on next attack!
Cedieth don't forget about Bardic Inspiration
| Wrathmire |
Shocked at the ineffectiveness of his crossbow, Wrathmire adopts a defensive posture.
We should keep them at bay until those magic symbols are disabled. Dodge their blows, then once the symbols are disabled, we then attack!
Action: Dodge
| Ander Meliamne |
Arcana: 1d20 + 1 ⇒ (5) + 1 = 6
Ander furrows his brow, looking quizzically at Wrathmire. "Why not do both at once?" he asks. "Our quiet friend seems to have the hang of disabling the runes, so let's focus on taking the fight to the zombies in the meantime."
Ander then does exactly that, taking a swing at one of the zombies ganging up on Wrathmire, hoping to draw some of the heat.
Longsword: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d10 + 3 ⇒ (9) + 3 = 12
| Ceidith |
Assuming it's my turn :)
Ceidith leaps over the corpse of the dead zombie in front of him, and runs to the zombie fighting Sir Adrian. He swings his shortswords, once, and one other time, hoping that the tactical advantage gained from flanking, as well as Uriah's arcane enchantment, will help.
attk roll one: 1d20 + 1d6 + 5 ⇒ (17) + (1) + 5 = 23
DMG, if hit: 1d6 + 3 ⇒ (3) + 3 = 6
Attk roll 2: 1d20 + 5 ⇒ (9) + 5 = 14
DMG, if hit: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11
| Sir Adrian Fullbright |
Round 2, GWF
Sir Adrian continues to hack away with his Greatsword.
GS Att: 1d20 + 5 ⇒ (12) + 5 = 17
GS Dam: 2d6 + 3 ⇒ (2, 6) + 3 = 11
GS Dam Re-Roll: 1d6 ⇒ 5
Total Damage = 14
Aeshuura
|
Bad guys 1d20 - 2 ⇒ (10) - 2 = 8
Presmir Maurmeril 1d20 + 1 ⇒ (6) + 1 = 7
Ceidith 1d20 + 3 ⇒ (2) + 3 = 5
Senka/Itzal 1d20 + 2 ⇒ (20) + 2 = 22
Uriah Lewis 1d20 + 2 ⇒ (19) + 2 = 21
Wrathmire 1d20 + 3 ⇒ (15) + 3 = 18
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (13) + 3 = 16
Presmer flings a bolt of flame at the wounded zombie next to Wrathmire, hoping to pick it off! It stumbles backward, but seems to continue on! Undead Fortitude activated!
Ceidith rushes forward, slicing once, twice and cuts two deep gouges into the zombie! Ceidith, remember that you do not add your ability modifier to damage on the off hand unless you have the Two-Weapon fighting style from the martial classes. I am reducing your second hit by 3 damage, bringing your total to 14 hp. Still a considerable hit.
Sir Adrian, with a heavy swing of his greatsword, separates the head from the zombie's body! The body slumps to the ground, then is still.
Two down, two to go!