George Chadwick Parker |
Then it's a good thing I got a pony waiting at the entrance. I think we just left it there, it was intended as essentially a trap-finding bait, but it wasn't needed, so we left it there. Post 89 in the campaign, if you want to check. If 2 hours have passed, then George may summon you another one as we go upstairs. It's not combat-trained, but otherwise it's good enough.
"Oh, thank hell. Everyone a'ight?" says George, looking at the rest. Upon seeing the pony's shattered form, he sighs and says, "Aw, shucks. He gon'be sorely missed, Theadric. I can getcha a replacement for 'round the time we gon' be here." he leans down and pats the halfling, giving him a hug if one's requested.
"Aight, folks. We ain't gonna make no new friends by hangin' 'round no more, so I reckon we gotta find the girl upstairs then make 'rselves scarce. Y'all game?", says George as soon as the situation is resolved, eager to get moving.
Just noticed I double posted, sorry about that, but I can't remove it now.
DoubleGold |
only about 30-40 minutes have passed I would say since you've been at the entrance, I haven't had an official time keep, but I'm going to say adventures didn't just walk straight through from one room to the next otherwise it would be more like 15-20 minutes
So is everyone headed to that room together? and I'll need people to place their tokens in that last room before they can head upstairs.
Theadric Greyhood |
Hood weeps profusely at the death of his pony. His typical bravado is overcome by a sensitive side; he clearly loved his animal.
He does accept George's offer to provide him with a fresh mount, though the halfling is clearly shaken.
Are we investigating the last room just south of us? I'll go ahead and open the door...
perception: 1d20 + 7 ⇒ (4) + 7 = 11
George Chadwick Parker |
Parker pats Theadric on the back, saying, "Well, we gonna remember Zyzzyx as the brave stallion who gave his life 'way so that we can live. May he graze in the endless green pastures beyond, and he'll always live in our hearts." Parker clearly is feeling a bit bummed about the death of the pony, it seems like he quite likes horses.
Seeing the others pile around the other room, as soon as they clear the traps, Parker opens it, Snowball ready in hand. Spells remaining: 2, I'd either rest or keep them for later.
Theadric Greyhood |
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Hood thanks Parker and takes some courage from the kind words.
As they move to the next room, he begins to sing a mournful tune.
"Up in horsey heaven, here's the thing
You trade your tiny legs for angels' wings
And once we’ve had a chance to say good-bye
You take a running leap and you you learn to fly!"
"So Bye Bye Li'l Zyzzyx
Miss you in the saddest fashion
Bye Bye Li'l Zyzzyx
You’re 5000 candles in the wind!"
"And though we all miss you everyday
We know you're up there eating heaven's hay
And here's the part that hurts the most
Halflings cannot ride a ghost"
"Bye Bye Li'l Zyzzyx
Miss you in the saddest fashion
Bye Bye Li'l Zyzzyx
You’re 5000 candles in the wind"
DoubleGold |
actually order does not matter for this room, it is just a treasure room, it is the other room I need a marching order for
The treasure you find in here depends upon your class
Barbarian: Potion of bulls str and an oil of magic weapon
Bard: Wand of lesser confusion and a scroll of cat's grace
Cleric: Wand of cure light wounds and a scroll of lesser restoration
Druid: Wand of produce flame and a scroll of barskin
Fighter: Potion of bear's enduracne and an oil of magic weapon
Monk: A masterwork Sling and a potion of cure light wounds
Paladin: A masterwork scythe and an oil of magic weapon
Ranger: A masterwork longbow (ammo of 10) and an oil of magic weapon
Sorcerer: A wand of magic missiles and a scroll of scorching ray
wizard: a masterwork light crossbow (ammo of 10) and a scroll of web.
Ready to head onto to the last room of the downstairs area?
DoubleGold |
So .. Inquisitor here is confused by take treasure according to class... Cleric? and ready
this mod was written back in 2009 before the base classes were a thing I think. Your spells are based off of wisdom, so you can take the package of any class that also uses wisdom as a spell thing. You can take cleric or druid. Or I think that is it
init: 6 + 1d20 ⇒ 6 + (4) = 10skeletons knowledge religion to know more about these particular kinds of skeletons.
init: 5 + 1d20 ⇒ 5 + (6) = 11Theadric
init: 3 + 1d20 ⇒ 3 + (8) = 11Orywynn
init: 2 + 1d20 ⇒ 2 + (19) = 21Asterion
init: 2 + 1d20 ⇒ 2 + (18) = 20George
init: 1 + 1d20 ⇒ 1 + (3) = 4Garg
init: 2 + 1d20 ⇒ 2 + (4) = 6Karuut
Alright, all those who beat the skeletons in init are up, they are on the map
Theadric Greyhood |
I'll take all the gear I was entitled to back there. Also, not really sure about the pony left outside...were we able to get that for me? If so, does it have stats the same as a regular pony?
Hood's sorrow turns to anger as he sees the undead rise up before them.
He rushes toward one with his club.
"Die, creatures of this unholy place that have taken my pony from me!!!"
club attack: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d6 + 2 ⇒ (6) + 2 = 8
George Chadwick Parker |
George sees the skeletons rise, shouting, "Aw, for cryin' out loud...", and he draws his vial of flask, conjuring a bolt of acid, and launches it at one unengaged in melee combat.
Acid Splash, Touch: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
The acid splash flies away, missing the skeleton, and Parker mutters, "Aw, bleeding hells..."
DoubleGold |
I assume that orywynn used the morningstar, lets assume he was one square closer than what he was so that he could have actually reached that skeleton
okay so 3 of them go down quickly, with little effort
the last skeleton goes towards asterion claw: 0 + 1d20 ⇒ 0 + (17) = 17 but bounces off his shield
rest of the party is up. if anyone has holy water, that is the only way to perma-kill them, that or a channel energy/cure wounds on their bodies, otherwise they will be back in an hour.
Theadric Greyhood |
Hood, full of blind rage at the creatures of this place, continues his club assault.
"I want you to DIIIIEEE!!! AAGAAAINNN!!!" he yells.
club attack: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d6 + 2 ⇒ (3) + 2 = 5
George Chadwick Parker |
Parker tips his hat, looking at the others, "I reckon y'all signed up for this? We musta fought, like, two dozen o' crawlies since we came 'ere. Is that usual with them Pathfinders?" He looks a bit nervous, but attempts to hide that with his smile.
George Chadwick Parker |
Parker looks at the skeletons fall apart to ashes with a confused face, deciding to decisively look in the other direction. As soon as the last one is made sure to not get back together again, he starts tapping his foot and looks at the way up. "We gonna go or what? I dunno 'bout you, crazy folk, but I ain't findin' this place terribly hospitable."
TL;DR, Parker's ready.
DoubleGold |
okay, so you all make it to the 2nd floor, which I drew below and will draw it out as you move
There are 3 ways you can go, well technically 4.
At the bottom of the stairs is a circular chamber with three passagways leading from it. you actually went downstairs, not upstairs.In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
George Chadwick Parker |
Parker tips his hat, seeing the others pile in around the entrance. "D'ya see sumthin' int'restin' in there? Are there any more o' them crazy skeletons?", he says, unable to see from the two slabby people in front of him.
Assuming that it's checked for traps, he ventures to the room, looking at the sarcophagi. "Oh. Now ain't that just a peachy turn o' events. At least them ones there ain't movin' for now. Reckon we should try seein' what's in them?", he continues, looking at the edges of the sarcophagi.
DoubleGold |
once you enter the room, zombies come out of hiding, and they look like they are filled with goo =knowledge religion to know more about these kind of zombies
init: 0 + 1d20 ⇒ 0 + (16) = 16zombies
init: 5 + 1d20 ⇒ 5 + (17) = 22Theadric
init: 3 + 1d20 ⇒ 3 + (12) = 15Orywynn
init: 2 + 1d20 ⇒ 2 + (13) = 15Asterion
init: 2 + 1d20 ⇒ 2 + (15) = 17George
init: 1 + 1d20 ⇒ 1 + (10) = 11Garg
init: 2 + 1d20 ⇒ 2 + (20) = 22Karuut
Theadric Greyhood |
"Die, all you pony-killers of this awful dungeon!" Hood yells as he rushes into the room.
I'm not actually seeing any enemies on the map, so I'm not sure I can reach them. If not, I'll just move into the room and ready this attack in the event any of them move adjacent to me.
lance attack: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d6 + 2 ⇒ (6) + 2 = 8