attack with magic mace: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 4 ⇒ (6) + 4 = 10
Move back to draw it out into the room.
Windom will move back with the group if they fall back, taking a parting swing on the creature.
|Zavar the Loreseeker|
Your fine as the map is imperfect. 1 square is supposed to equal 10 feet as opposed to the standard 5 feet.
Zavar's snowball hits and successfully freezes the jelly!
Windom's mace lands a solid blow taking a chuck out of the protoplasm!
Drasven will withdraw as he realizes his weapon will do more harm than good.
[Ooc]Activating Monkey style-swift, adjusting position to bait it out- move, falling prone so as not to provide cover for Zavar-free, ready to attack if it comes out-standard.
unarmed strike--hit;damage: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 1 ⇒ (5) + 1 = 6
"I'll give it a juicy target, I have been practicing a new fighting stance that looks far more vulnerable than is truth."
|Zavar the Loreseeker|
Cassandra will cast Cure Moderate Wounds on nD, since that seems to be about the only useful thing she can do.
CMW: 2d8 + 5 ⇒ (8, 7) + 5 = 20 Healing
Damm I'm lost.... Drasven will hammer and destroy every single thing in the room that looks like torture equipment...He'll also run and look for a club to use....Then return to club said ooze to pieces....Oh yeah I'm back.
nDevere doesn't bother getting up but rather seeks out a few places where strikes would be most effective. She finds what she is looking for but fails to account for her entanglement with the foe.
from Roll20 exploit check (22), flurry, hits AC 8 and 26 for 5 and 4 damage.
how far away did it go? is there room to squeeze past it? I'll tumble past if possible and within 20 feet, regardless stand as a swift action acrobatics v DC 20: 1d20 + 17 ⇒ (8) + 17 = 25then follow Windom after the jelly, ending movement behind Windom if the other side of the creature is more than 20' away or I fail the check to tumble past.
acrobatics v CMD+5: 1d20 + 17 ⇒ (18) + 17 = 35
attack if I make it to the other side. unarmed strike attack;damage: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 1 ⇒ (2) + 1 = 3
Good work everyone. I think we have one last hallway to address.
Reluctant to meta-game about the secret door, but is there any reason to search the room?
If everyone is ready Windom will sneak to the south hallway (U11)
Nothing else is found in the secret tunnel. You are headed to the last room.
The Nevermore (U11)
Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.
Anyone entereing The Nevermore (U11) needs to make a perception check.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge History: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge Local: 1d20 + 2 ⇒ (5) + 2 = 7
"The Splatter Man was the only occupant of those most awful of prison areas at the time of the fire. I would bet that his essence is still here, somewhere."
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
History: 1d20 + 5 ⇒ (12) + 5 = 17
nDevere follows Windom. All the while sloughing off remnants of the jelly from her skin hair and clothes.
"Zavar? sweety? Any chance you could help a girl clean up after that mess or are you too drained for even that?"
She smiles coyly as she presents her back to him, touches a suggestive finger to her chin (just over her right shoulder), and bats her eyes.
init: 1d20 + 5 ⇒ (5) + 5 = 10
will save: 1d20 + 7 ⇒ (10) + 7 = 17 (+2 v fear)
Did we use the secret door or go around? Feel free to move my token as appropriate for our entry direction.
|Zavar the Loreseeker|
Zavar Perc: 1d20 + 5 ⇒ (5) + 5 = 10
Drasven Perc: 1d20 + 5 ⇒ (8) + 5 = 13
Drasven Init: 1d20 ⇒ 20
Drasven Will: 1d20 + 7 ⇒ (7) + 7 = 14
GM: 1d20 + 1 ⇒ (18) + 1 = 19
Two bloody letters, "Z" and "D", begin form on the wall.
Windom-standard action only
Knowledge (Religion) 1d20 + 7 ⇒ (18) + 7 = 25
"Destroy the words and reclaim yer souls! This beastie steals it by attempting to spell out yer name and claim it. My name is my own Spirit" He spits out the last as he swings his own trusty greataxe at it..
Attack 1d20 + 7 ⇒ (20) + 7 = 271d12 + 4 ⇒ (11) + 4 = 15 Can you even crit a wall I'm guessing no.
Both bloody letters are destroyed, but a ghostly maniacal laughter errupts!
"You cannot defeat me! I will destroy you and then you will become my servants for eternity!"
Cass and the rest are up! You cannot see who is speaking to you.
Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Attempting to perceive where the voice is coming from.
activate monkey style, and ready to attack any new threats, like a ceature or additional letters.
nDevere adapts a clumsy looking posture and scans the room ready to strike at any threat she can find.
perception: 1d20 + 12 ⇒ (6) + 12 = 18
Standard Action - Touch of the Spirit World
Swift Action - Destruction Judgement
-Posted with Wayfinder
What Cassandra does will depend on whether she is able to perceive from where the voice is coming from, and if she is able to determine what it is.
Hmm, ok. Are we still where the maps shows us, or have we all moved over to what appears to be Room U11?
"Hmph I don't think so." Drasven holds up his own axe as he invokes his patron.
"Angradd's blessing upon me. His flames both pure and strong!" holding out his weapon as the dwarf asks for protection from the evil.
cast Protection from Evil.
I updated the map and moved the party into the room. The room is dimly lit. Your current light source is not sufficient enough to see the hidden caster unless you have darkvision. Drasven was busy attacking the wall in Round 1.
Windom - attacks wall
Drasven - attacks wall
Cass - action pending
nDevere - delay
Zavar - attacks wall
Although the visible bloody letters are gone, Zavar thrashes away at the wall with a melee weapon.
Windom Will saves: 1d20 + 9 ⇒ (5) + 9 = 14,
attacks the wall, performs stated actions.
Drasven Will saves: 1d20 + 7 ⇒ (13) + 7 = 20, casts PoE
Dire Rats appear and attack
Cass Will saves: 1d20 + 8 ⇒ (13) + 8 = 21 action pending
nDevere Will saves: 1d20 + 7 ⇒ (11) + 7 = 18 action pending
Zavar Will saves: 1d20 + 4 ⇒ (17) + 4 = 21 action pending
GM: 1d3 + 1 ⇒ (2) + 1 = 3
Four dire rats appear before Cass and nDevere followed by four bolts of force at Cass!
Rat 1 @C: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d4 ⇒ 3
Rat 2 @C: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d4 ⇒ 1
Rat 3 @nD: 1d20 + 1 ⇒ (7) + 1 = 8
Rat 4 @nD: 1d20 + 1 ⇒ (10) + 1 = 11
Cass, take 25 point of damage. 20 is from 4 maximized magic missiles!
During nDevere's monkey style pose, she can react to those dirty, dirty rats!
Drasven, no longer preoccuppied with the haunt, sees a ghostly figure with his darkvision floating five feet below the barred flooded oubliette hole before quickly disappearing.
OK, Round 1 Action: Cast Protection from Evil on Windom.
Since there is still some sort of haunting presence, and not sure about the caster or it's location, Round 2 action is Channel to Harm Undead for 21 damage from Roll 20. Will save DC 16 for half, no Channel Resistance. Hoping if the caster is undead that it is within range, but since I am not completely sure, I'm just hoping.
Seems the most productive Cassandra can be at the moment.
I don't know that I would use the term "boss" for Cass. That was a pretty major thumping you just put on her. She won't last another round like that. Hopefully the party can pick her up.
nDevere kills rat with one kick and injures another (rat 4).
Zavar steps up and roasts two rats (1 & 2) attacking Cass with Burning Hands while casting defensively. Roll 20 for 12 and 6 damage.
One dire rat remains adjacent to Drasven and nDevere. It appears aggressive but doesn't oppose much of a threat. The ghost remains hidden.
Windom - action pending
Drasven - action pending
Rat & Ghost
Cass - action pending
nDevere - action pending
Zavar - action pending
Read an action to attack the ghost if it appears.
Rolling them just in case.
Magic Ghost Touch Weapon: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 6 ⇒ (3) + 6 = 9 Extra +2 (Sacred Bonus) from Destruction Judgment
Cassandra acts after the rat and ghost, so she will have to wait and see if she's still alive after they act to see what she can do.