| GM Idyll |
| Durnolf Banderswel |
If Durnolf can make it to i25 and attack then he will, otherwise he'll wait for finder to move, then step up and attack. He'll drop his iron potion vial. In the current square and point finder towards it.
earthbreaker: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d10 + 6 ⇒ (1) + 6 = 7
bite: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 1 ⇒ (4) + 1 = 5
| Gunder Undertable |
Are there any special rules for swapping places? Because, if not, Durnolf has to wait for Gunder's turn anyway, in which case:
"Just a second, Elizabeth! There's something else I need to do first."
Attack: 1d20 - 5 ⇒ (12) - 5 = 7
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Gunder takes a poorly aimed swing at the snake before stepping aside to let Durnolf and Ruckus do some real damage.
| GM Idyll |
Elizabeth's shot goes wide as Gunder also misses with his attack. Durnolf slams it with his hammer. The blow is by far the most effective thing you've done to the creature thus far. Garuneh also manages to land a blow, but the effect is less than desired - it doesn't appear that the beast even felt the attack.
The snake, seeing its mounted prey back in front of it, lashes out towards Durnolf.
1d20 + 6 ⇒ (13) + 6 = 19 for 1d8 + 4 ⇒ (3) + 4 = 7
Fort Save: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
1d6 ⇒ 1
The blow is devastating, but it's hard to tell - Durnolf appears to be frozen in his saddle. You have taken 7 damage and are paralyzed for 1 minute. You are also disabled (0HP).
Round 9
Initiative Order
Tina
Elizabeth
Durnolf
Ruckus
Gunder
Aldous
Garuneh
Snake
| Gunder Undertable |
Gunder casts cure light wounds on Durnolf.
"Wake up, Durnolf! This isn't the right time to sleep. It's lunch time, and you are the special guest!"
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
"Quick, Ruckus. Get your master out of here!"
He hurries back (to H22) and urges Ruckus to follow him.
| Ruckus |
I'm kind of torn on what ruckus would do. I think Defend training would dictate that he keep attacking the snake thing, as it attacked durnolf. But if he'd listen to anyone, it'd probably be gunder, especially if gunder talks to him in halfling. It might merit a handle animal check to get him to follow. Otherwise, keep attacking.
bite: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d6 + 1 ⇒ (5) + 1 = 6
| Aldous Mor'esti |
"This is most distressing," Aldous gripes as he draws his bow, steps back, and let's fly. 1d20 - 1 ⇒ (20) - 1 = 19 damage 1d8 ⇒ 8 16 arrows left
"Garuneh, dump it down the well again, if you can!"
Crit confirmation 1d20 - 1 ⇒ (19) - 1 = 18 damage 2d8 ⇒ (8, 8) = 16
| GM Idyll |
All of the attacks against the snake are ineffective - either missing or bouncing off its hard skeleton harmlessly. That is, however, until Aldous lets loose an arrow. The blow lands perfectly and the snake reacts in pain - it is by far the most effective attack you've landed so far, and the construct collapses on the stone rim.
A portion of the creature is hanging off the edge of the rim and as a result, the body is carried over the edge in the pit below.
Congratulations! You've each earned 200XP for felling the beast!
| Aldous Mor'esti |
"A fortuitous shot, indeed. I have a potion available if that becomes necessary," Aldous moves to Ruckus and Durnolf, removing his cure light wounds potion as he goes.
"What was that thing, anyways? Some kind of construct-snake-skeleton?"
Knowledge:Arcana 1d20 + 8 ⇒ (16) + 8 = 24
| Durnolf Banderswel |
When Durnolf eventually comes around, he awkwardly falls off of Ruckus and goes to pick up the iron potion vial he dropped and then quaff the contents.
fresh minty healing: 1d8 + 1 ⇒ (2) + 1 = 3
"That was a fine shot, Mor'esti, one in a million! We'll make a fine warrior of you yet. Why, I might even consider taking you on as my squire!" He works through some still stiff movement as he scrambles up on the wolf. "After I work out these stiff joints, that is."
| Durnolf Banderswel |
"I'd be lying if I said I'm not still stinging a bit from that snake monstrosity, and lying is unbecoming of a knight. Take note of that, Aldous. You shouldn't besmirch your honor over trivial little things. I believe I'm capable of continuing on though, and I'd certainly prefer to head through the door than down the hole."
| Aldous Mor'esti |
"Lying is unbecoming of a knight. Duly noted," Aldous makes a quick jot in the margins of his spellbook. "I agree that my previous arrow was quite the lucky shot, I would not like to rely upon a repeat of that action in the future."
Offering the cure light wounds potion to Durnolf, "Do you require further healing, Ser Banderswel? If so, do not hesitate to use this potion."
Readying his bow again, "Yes, I believe the door is the way to go. That pit feels most distressing."
| ElizabethArdoc |
The door appears safe, Elizabeth presses her ear to the door.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
If nothing I don't hear anything, let us get into position. Who will enter first? Once the line up is settled, we can open the door.
If I hear something. I hear soemthing behind the door, everyone get ready. Actions as above?
| GM Idyll |
You hear nothing.
Opening the door, you see a long hallway stretching ahead of you. Walking cautiiously down it, you come to a room that is a charnel house of blood, bones, and scraps of rotten flesh. Strange runes have been sloppily drawn on the walls using some dark brown pigment. A moss-covered
stone monolith stands in the center of the room, wreathed in gossamer wisps of gray mist that seem to congeal around the crumbling stone. The mist feels cold and clammy.
In addition, you see two foul creatures fighting over something in the corner of the room. They haven't yet noticed your group.
| Aldous Mor'esti |
"I may be able to pull them to the corner, if that would help," Aldous whispers. He prepares to cast silent image of a wounded human stumbling north from the tunnel south of the monolith.
"If anyone can make the sounds of moaning or shuffling feet, that may help sell the illusion," he whispers as he readies his bow again.
| Garuneh Lasandarman |
"They likely have a good sense of smell to overcome the illusion...but let's try it. And I wouldn't touch that monolith," whispers Garuneh.
I think I'll save Obscuring Mist for the necromancer.