GM Sapphire Fox |
Margat gets as close as she currently could, and fires, though with the cover that they get, it seems to bounce off the side of the wall, Fen tries her luck but to no avail
~~Round 2~~
Bold to Act
Arol
Fundir
B -3
G
P -6
Margat
Ecthelien
Flaerin
Fen
Fundir |
Fundir spits out the ick that landed in his mouth, and takes a step to the south, swinging his mace once more.
"Keep it up! I will hold the front!" he calls out
Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Dmg: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Arol Halfling |
Assessing the situation, Arol draws a second dagger from his belt and peeks around the corner looking north. He flips the dagger in his hand and prepares to throw it at the first zombie that he can see head towards Fundir.
Move action to draw second dagger.
Readied action to throw the first dagger at any enemy coming from north side of the hallway.
Thrown Dagger: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
GM Sapphire Fox |
Green and Blue swings
Green Slam: 1d20 + 6 ⇒ (14) + 6 = 20
Blue slame: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
~~Round 2~~
Bold to Act
Arol
Fundir
B -3
G -7
P -6
Margat
Ecthelien
Flaerin
Fen
Ecthelien the Grey |
Ecthelien does not like the proximity of the violet hued enemy approaching him.
With no easy exit, he draws his sword and slashes.
"Stay away you filth ."
attack : 1d20 + 0 ⇒ (7) + 0 = 7 for Dmg : 1d8 ⇒ 3
Fundir |
Caught between the two exploding flesh bags, Fundir reels from the hit he is dealt, but gives no ground to these creatures as he defends his party. He lashes out to his right, trying to smash the newcomer.
Attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Dmg: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Arol Halfling |
Due to lousy position, I don't think I can attack either zombie from here. If you'll allow it, I'd like to try to aid Fundir and give him the AC bonus.
Otherwise, Arol will maintan full defense for his own AC bonus if attacked.
Aid Another:Fundir (if allowed): 1d20 + 4 ⇒ (5) + 4 = 9
GM Sapphire Fox |
as Fundir swings it catches the flesh of the blue zombie, as it explodes upon its death
Arol Fort: 1d20 + 2 ⇒ (8) + 2 = 10
after the the creature dies Arol tries to attempt aid another after moving though just shy of being able to brace
Green swings at fundir
Slam: 1d20 + 4 ⇒ (6) + 4 = 10
Purple slams into Ecthelien
Slam: 1d20 ⇒ 11
both missing
~~Round 3~~
Bold to Act
Arol
Fundir
G -10
P -6
Margat
Ecthelien
Flaerin
Fen
Ecthelien the Grey |
Ecthelien breathes a sigh of relief as the creatures fist passes near him.
Fall back. Give people room...or step up if you want to hold the line. I work better from cover.
Ecthelien will full withdraw from purple...
Fundir |
Fundir looks over his shoulder to where the others are falling back to the last room. "I will cover you as I can!" he calls out, stalwart in the face of the undead onslaught. Turning back to the creature before him, he lashes out with his mace, but stumbles mid swing. He draws a deep breath, bracing himself for the inevitable retaliation.
Attack: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Arol Halfling |
"I've got your back Fundir."
Arol then moves out into the hallway behind Fundir, as he passes Fundir, he drops into a forward roll to avoid any attacks from the zombie.
Acrobatics to avoid AOO: 1d20 + 5 ⇒ (19) + 5 = 24
As finishes his tumbling, he stands up; turns to face the zombie, and flings his dagger underhanded at the zombie aiming underneath the bottom of Fundir's shield
Throw Dagger: 1d20 + 4 ⇒ (9) + 4 = 13 (-4 to throw into melee, so 9 to hit)
Well I'm guessing that roll isn't going to do it. Also sorry about the slow posting, I've been swamped this week. This is the first chance I've had 5 minutes to sit down and post in a couple days.
GM Sapphire Fox |
Green stumbles around in what appears to be agony
~~Round 4~~
Bold to Act
Arol
Fundir
G -10
Margat
Ecthelien
Flaerin
Fen
2 hp remaining
GM Sapphire Fox |
Upon Fen dispatching the last of the zombies, and further looking about the room, you do notice a few things
Rotten Rations
A Map (detailing the Area and the crypt)
A Potion
13 GP
and a Tavern bill
GM Sapphire Fox |
its a Potion of Cure Moderate Wounds the tavern bill is faded but you can clearly tell its a notice of employment, telling all those interested to meet at "the Ranger's Lament" there is no time, date, or who the employer might be
Knowledge Local?
Fundir |
Fundir looks around the room, picking up the tavern bill and looking over the map. "Well, this could either be for the people that came ahead and "softened" this place up, or this could be the people that came and caused trouble for them. Either way, we need to finish this and solve this mystery."
he looks over the map tracing their path through the tunnels. Looking up, he starts across the room to the far door, inspecting it before opening it once it is deemed safe.
Perception: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Ecthelien the Grey |
Ecthelien takes a look at the map and bill.
kn:local: 1d20 + 7 ⇒ (20) + 7 = 27
Why, these indeed look somewhat familiar...if I am not mistaken..the history of the place may provide further clues.
Although I am not sure I would be able to tell the names of the people involved.
But I agree, Fundir, this could connect the dots for us.
GM Sapphire Fox |
Fundir the map indicated the way to the crypt and the crypts location, not the actual Crypt layout, sorry poor description
Ecthelien, you know that The Ranger's Lament is a popular bar in Tamran, the Capital of Nirmathas.
the door itself seems fine, nothing wrong with it at all, not locked, not trapped
Assuming you open the door
A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.
Ecthelien the Grey |
The Ranger's Lament is a bar popular in the city of Tamran.
Echthelien shares.
Which happens to be the Capital of Nirmathas. I am not sure who this belonged to, but we know where they have been.
Arol Halfling |
During the search of the room, Arol gathers up his dagger and equipment, then gathers with the others. Seeing the tavern receipt he sighs.
"That bill isn't for us is it? Because the service here has been terrible. And the staff leaves much to be desired. "
He then follows along with the others.
Skipping the Know: Local roll, my max roll can't beat Ecthelien's actual roll
GM Sapphire Fox |
It unfortunately not an illusion as you get near the water, you run away screaming in horror afraid for your life, after a few minutes it wears off
Anyone who moves within 5' of the pool needs to make a will save
GM Sapphire Fox |
At the end of the room you can see a gate that is down, barring the door
small creatures need a dc 25 escape artist check to get through, you can attempt to destroy them, you can bend them with a dc 24 str check, or you can see if there is another way around
Ecthelien the Grey |
Echthelien smiles at Flaern with the shared knowledge of their kindred.
Actually, I think I will wait until he returns to tell us himself.
I am certain it will be most enlightening.
Ecthelien is mostly tapped out on spells at this point. He can use the wand found earlier or otherwise starts to wonder about resting if there are many more chambers in this dungeon.
Fundir |
Fundir jumps out of the way as Fen dashes past, almost knocking him from his feet. As the gnome returns and explains what she didn't see, he steels himself and tries to step into the room himself.
Will: 1d20 + 3 ⇒ (3) + 3 = 6
Abandoning all reasoning, he turns tail and hauls a$$ back down the hallway, completely panicked!
GM Sapphire Fox |
Group will save: 1d20 + 9 ⇒ (7) + 9 = 16
this way we can continue on, its a BS room
Finally able to get a glance into the pool, it shows your reflection, though decrepid and decaying, as well as parts of flesh, and muscle missing
now can deal with the afor mentioned gate
Arol Halfling |
As he passes the pool, Arol stops as he locks eyes with his altered reflection.
"Gods! That's hideous. I can see why they got startled like that.
Now, let's see what is going on with this gate"
Arol then walks over to the gate, looking for any sign of a trap or a release mechanism to open it.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26(Add +1 to notice traps)