| Aerys D Mavato |
Aerys moves swiftly behind the undead creature AC24/Mobility to get a better strike, without getting in Torch's way. She raises her longsword high and with a quiet word to she asks Pharesma to make her aim true, before her sword crashes down towards creatures head.
Longsword power attack 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 please add +2 if she gets to flank.
Longsword power damage 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9
| Sam "Torch" McQuarry |
Torch takes advantage of the distraction Aerys provides and makes another slash at the undead, following it up with a stab from the blades on the back of his cestus.
Tom, was there any sign that Gelik's spear had to deal with any damage reduction? If not, Torch will switch to two-weapon fighting.
Scimitar attack with flank: 1d20 + 7 ⇒ (17) + 7 = 24, damage 1d6 + 4 ⇒ (3) + 4 = 7 plus 1d6 ⇒ 4 sneak.
Cestus attack with flank: 1d20 + 7 ⇒ (10) + 7 = 17, damage 1d4 + 1 ⇒ (3) + 1 = 4 plus 1d6 ⇒ 4 sneak.
| Black Tom |
The dead man falls before Torch. No damage reduction there. You get 240 xp each for these two.
Beyond the bridge there is a small campsite. The campsite contains mining equipment, three mine carts, the desiccated remains of three mules, and a rusted iron strongbox.
The mines continue deeper into the mountain, of course, if you want to move on.
| Sam "Torch" McQuarry |
Torch carefully examines the strongbox. Once he has verified its safety, he retrieves his tools and begins working to open it.
Take 20 on a Perception check to look for traps on the box, total of 31. Then Disable Device - rusted may mean that's impossible, but if I can take 20 on that as well, it's a 33.
| Black Tom |
The box doesn't seem to be trapped and since you're not in a hurry, Torch manages to prise it open eventually. The chest holds the mine’s payroll of 500 gp and a bone scroll case with the deed to the mine. Athyra Crinhouse is named next of kin in the deed, and rightfully the mine is hers.
Not to dissuade you from discussing what to do with the mine, but I'll just assume that you press on for now. You can discuss the document on the way.
The mine winds deeper into the mountain, and you cross another bridge before you come to a bend in the river and hear a strange banging sound echoing through the mineshaft.
| Kamal of Zenj |
At the mention of more salt wights, Kamal takes a half step back to put Torch infront of him. He raises his hands and readys himself to throw another bolt of flame. He listened silently. He would not let them touch him.
| Maestro Gelikugel Aberwhinge |
They're probably trying to break out of here. I don't blame them; this place sucks.
He squints up at the ceiling where Torch pointed. perception 1d20 + 2 ⇒ (15) + 2 = 17
Gelik can see the enemy, and casts Spontaneous Immolation at one of them: damage: 3d6 ⇒ (4, 5, 5) = 14 (DC 15, 100 ft. + 10 ft./level, one creature, Fortitude half and Reflex) You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.
| Black Tom |
Sorry guys. Down with a cold. But map is finally updated. Note that the wights are crouching near the ceiling, so they are out of reach from the ground.
Gelik immolates one of the wights. Torch is up, then the wights.
| Sam "Torch" McQuarry |
"Watch your step! They're going to try bringing the ceiling down on us!" Torch calls out, dropping his blade. He readies his bow and sends an arrow up toward the roof.
Bow attack: 1d20 + 6 ⇒ (12) + 6 = 18, damage 1d8 + 3 ⇒ (7) + 3 = 10. If they're within 30 feet, add 1d6 ⇒ 1 sneak attack as well.
| Sam "Torch" McQuarry |
Fort save: 1d20 + 4 ⇒ (16) + 4 = 20
Taken aback by the speed with which the wight attacked, Torch realizes he can't pick his scimitar back up safely, so he drops his bow as well and simply tries to punch the thing with his cestus. Sam McQuarry, combat litterbug.
Cestus attack: 1d20 + 7 ⇒ (17) + 7 = 24, damage 1d4 + 3 ⇒ (4) + 3 = 7
| Aerys D Mavato |
Aerys will move forward and attempt to strike the wright (moving past to get to position to strike).
Move to flank, drawing AoO AC 21 with mobility
Longsword power attack 1d20 + 7 - 2 + 2 ⇒ (1) + 7 - 2 + 2 = 8 flank
Longsword power damage 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9
But is unable to as she keeps an eye on the ceiling.
| Maestro Gelikugel Aberwhinge |
Gelik giggles when the flaming wight falls into the water.
Ready an action: if he has clear line of fire, he'll cast Color Spray on the wet wight as it leaves the water. If the cone area affect could possibly hit a friendly, he'll use his crossbow.
how do you aim this thing again? 1d20 + 5 ⇒ (5) + 5 = 10
in the unlikely event of a hit 1d6 ⇒ 1
| Kamal of Zenj |
Summoning up another ball of flame, Kamal flings his hand outward towards the creature engaged in combat with Torch.
___________________________
SA: Fire Bold
Ranged Touch Attack: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Damage: 1d5 + 2 ⇒ (1) + 2 = 3
| Black Tom |
Kamal's bolt goes wide, and Aerys's blow fails to connect. Ralf delays.
The wight strikes at Torch again but he easily evades. The other wight comes crawling out of the water and is hit by a Color Spray from Gelik, but is undaunted. It takes an AoO from Aerys, though, as it climbs ashore.
And you are up again.
| Aerys D Mavato |
Aerys strikes at the one climbing from the water
AoO
Longsword power attack 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Longsword power damage 1d8 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Standard action
Longsword power attack 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Longsword power damage 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11
| Black Tom |
Aerys spins around and cuts down both of the wights, but then the ceiling, weakened by the wight's pounding, falls upon her for 8 points of damage (Ref 20 avoids), raising a cloud of salty dust. Like their companions, their clothes are rotted and neither is carrying anything of interest.
You get 300 xp each for the wights and their trap.
As you move on, the passage seems to split up. A narrower passage branches off to your left while the passage widens to about 50 feet as it continues to the right. Which one do you want to explore?
| Aerys D Mavato |
Reflex 1d20 + 3 ⇒ (16) + 3 = 19
With her attention taken by the fallen wights, Aerys is unable to avoid the rock, stones and pebbles that fall from the ceiling. She is covered in a cloud of grey dust, which turns red as her blood congeals from the many cuts caused by the rock fall. "Damn, can someone give me some healing, to make the pain of the fall go away?"
HPs: 32
| Black Tom |
Also you see two more salt wights trying to hide in the water. You also notice a small leather satchel lashed under the crusher's basin. The wights give no sign of having noticed you.
| Sam "Torch" McQuarry |
Torch retreats back up the passage quickly, wary of the limited duration of his invisibility, and reports to the others. "More wights waiting in the water. There's also some mining contraption I have no idea the name or function of - it's a sieve in a cage, hooked to what might be a delivery chute or something - but it's got an interesting-looking satchel hooked to it."
Did the passage continue past the machine?
| Aerys D Mavato |
Aerys thanks Ralf and smiles at the old man.
"How many did you see Torch? Shame we don't have anything that can take them out whilst they are still in the water, looks like we'll just have to use our blades again."
| Black Tom |
The wights go on 8, so you all go before them. I think I'll try this mapless, so go get them. I'll assume that initiative starts when they are aware of you, so the first round you can reach them in a single move, and since they are getting out of the water you have the advantage of higher ground for the first round at least.
Go get them.
| Aerys D Mavato |
Aerys joins Torch advancing with him and swinging her sword at the one in front of her.
Longsword power attack 1d20 + 7 - 2 + 1 ⇒ (19) + 7 - 2 + 1 = 25 higher ground
Longsword power damage 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Longsword crit confirm 1d20 + 7 - 2 + 1 ⇒ (10) + 7 - 2 + 1 = 16 higher ground
Longsword power damage 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12