Giltman Pennywhistle
|
Worth mentioning, Nicolae... two of those skeletons are at the bottom of the pit, so you shouldn't have to take attacks from them.
| DM Kludde |
RFX: 1d20 + 2 ⇒ (3) + 2 = 5
RFX: 1d20 + 2 ⇒ (12) + 2 = 14
RFX: 1d20 + 2 ⇒ (18) + 2 = 20
Leb causes huge waves in the water, severely hurting the skeletons around the blast, taking two of them out, and also making life hard for Giltman. Giltman who, emerging from the surface, gasps for air and tries to climb ashore. Nicolae then crashes his mace into the one skeleton in front of him.
The final skeleton keeps pushing, clawing its way towards Nicolae
Attack, Nic: 1d20 + 2 ⇒ (13) + 2 = 15
--
Mordack
Giltman
Nicolae
Leb
---
Skeleton - Dead
Skeleton - Dead
Skeleton -Dead
Skeleton - Dead
Skeleton - Dead
Skeleton (2)
Skeleton (pit)
Skeleton (pit)
---
Giltman Pennywhistle
|
Climb: 1d20 - 1 ⇒ (8) - 1 = 7
Sigh.
Climb: 1d20 - 1 ⇒ (6) - 1 = 5
Wow. Giltman is STILL treading water, holding onto the edge of the water-filled pit.
Leb Unin
|
Now that the bulk of the skeletons are dealt with, Leb steps back up where he was before and swings his quarterstaff again.
attack: 1d20 + 1 ⇒ (11) + 1 = 12 damage: 1d4 ⇒ 2
Nicolae Tiberius
|
Worth mentioning, Nicolae... two of those skeletons are at the bottom of the pit, so you shouldn't have to take attacks from them.
Yea, I know. Nicolae is my "unlucky" character. Already been in a TPK and 2 failed games with him and he is only lvl 2! I am always a little anxious when I play him, sorry.
Nicolae Attacks the last skeleton standing.
Attk: 1d20 + 5 ⇒ (3) + 5 = 8
dmg: 1d6 + 4 ⇒ (6) + 4 = 10
| DM Kludde |
Mordack finally finds his aim, and manages to destroy the last skeleton above the surface. Only the two skeletons deep in the pit remains, and with Giltman up at the surface, they are no longer a threat.
Combat over
It turns out that this flooded room actually is a higher level over a lower room, with a bridge connection the north and south part of it. At the far south end is a wheel.
Giltman Pennywhistle
|
"Can someone give me a hand? I can't seem to climb out of here at the moment."
Once someone aids him to climb out, Climb: 1d20 + 1 ⇒ (18) + 1 = 19 <= OF COURSE NOW I ROLL AN 18!!! GRRRR LOL
Giltman looks longingly down into the pit. "I had to drop my shield just to get back to the surface. It's made of cold iron... but otherwise is nothing special I suppose. I wouldn't be averse to leaving it if no one wants to brave those last two skellys. Would be a shame to leave them to their undeath, however, as opposed to putting them out of their eternal misery."
| DM Kludde |
Did someone say 'depth charge?' :-)
| DM Kludde |
Any actions? Giltman is safely on solid - though wet - ground again, and the large wheel in the southern end of the room is affixed to the wall, in motionless disdain of the party...
Giltman Pennywhistle
|
Giltman looks longingly at the pool once again, then follows over toward the wheel with the others.
| DM Kludde |
Carefully crossing the narrow bridge in the middle of the room, no more threats emerge. The wheel seems to be connected to a chain, which in turn activates something outside of this room.
Mordack Dune
|
Mordack will go to, but he will move, very very slowly, until he gets to the room where they first were, when they got upstairs. It will take him about 1-2 minutes just to get to that room alone, but 1-2 minutes is nothing when they have hours or maybe even a day or two to find this everflame.
| DM Kludde |
The portcullis is indeed up. This chamber behind it has a number of recesses carved into the walls and a fissure in the ceiling. The sound of bats can be heard from above - there's quite a few of them. The slightest disruption might disturb them...
| DM Kludde |
Nicolae moves silently, and this does not seem to disturb the bats too much.
I'll need stealth checks from the other party members as well...
---
Nicolae - Stealth 13
Mordack
Leb
Giltman
---
Giltman Pennywhistle
|
Giltman whispers to the others "I apologize in advance..."
Stealth: 1d20 - 6 ⇒ (16) - 6 = 10
Surprisingly, he's relatively quiet as he moves forward.
| DM Kludde |
Giltman, Nicolae and Leb all move relatively silently, and do not disturb the bats. Mordack...
| DM Kludde |
Stealth, Mordack: 1d20 + 2 ⇒ (9) + 2 = 11
..does so as well. Beyond the room is another corridor, that leads north, then east, ending in a door.
Leb Unin
|
Leb walks up to the door and tries to hear what (if anything) is going on on the other side.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
| DM Kludde |
A slight draft and some cold, but otherwise everything is completely silent on the other side of the door.
Giltman Pennywhistle
|
Giltman will take point through the door once Nicolae opens it.
Nicolae Tiberius
|
Just realise something. I would like to heal Nicolae before moving foward.
Before moving forward again Nicolae takes the time as Giltman to cast some healing with the varisia's own wand.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
| DM Kludde |
The door opens into another vast underground area. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.
Giltman Pennywhistle
|
Giltman will also pop a charge from his CLW wand before entering the room.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Mordack Dune
|
mordack will cast acid splash on the statues, but he will be behind them when he does. If the statues do not move, then he feels relief that they are not constructs, but will continue casting his at will spell for a minute to see if the statue breaks and if treasure is inside it, he does this for both statues or until 2 minutes pass whichever is first.
If this thing attacks back, obviously he would only get 1 attack before combat starts, but 2 minutes time is 20 attacks total, assuming this thing isn't alive
hit: 20d20 ⇒ (7, 12, 14, 19, 19, 9, 19, 19, 8, 7, 7, 2, 10, 9, 4, 20, 7, 2, 14, 18) = 226 add 2 to each individual attack, to find out the total, but only apply the first attack if it is a construct that attacks back and ignore the other 19
dmg: 20d3 ⇒ (2, 2, 2, 1, 3, 1, 2, 1, 3, 3, 3, 3, 3, 3, 2, 1, 3, 2, 1, 1) = 42 acid.
| DM Kludde |
Mordack produces an arcane tantrum of acid, but the statues remain motionless. Also, acid takes a looong time to dissolve stone, as Mordack finds out.
Uhm... hardness?
Giltman Pennywhistle
|
Watching Mordack cast several minor spells on the statue, Giltman places a hand on his shoulder. "You're doing no good wasting your arcane powers on such things, my friend. Let us move on."
Mordack Dune
|
you go first, I will stay in the back behind the statues. And I suggest you be observant along the way. I have a bad feeling about all of this as this seems to easy. not sure, but I think all stone has acid resistance, I know the oread does. Just wanted to try it anyway, to find out for sure.
| DM Kludde |
Nicolae and Giltman position themselves opposite of the two statues, which remain ever inert.
| DM Kludde |
Nicolae carefully steps forward. The first five feet are no problem, but then an audible >click< signifies the activation of a pressure plate. One of the statues slides forward and bullrushes the fighter, who not only gets swooped back, but also gets pushed into the pit on the side!
Bull rush: 1d20 + 10 ⇒ (19) + 10 = 29
Falling forty feet is painful, as Nicolae experiences first-hand.
damage: 4d6 ⇒ (3, 1, 4, 6) = 14
The bull-rushing statue slides back into place.
Ouch, that has got to hurt...
| DM Kludde |
Yes, you can make a climb check to try and hold on. The rest of the group may try to run across, but note that this was only one of the statues moving.
Mordack Dune
|
if it is a trap, we need disable device, as I doubt we can just simply go around the trap. Or acrobatics, depending upon how big the trap is. I need 10 feet running start not to take penalties, which if I start from the very back and I will, I won't take any penalties as I have that running start.
Mordack will run and jump over the pressure plates when his allies are out of the way. looking at my acrobatics modifier, please wait.
He takes 10 for a 16 total to try to jump over the pressure plate. He doesn't intentionally jump in the pit though, He would make sure to land before the pit. Drew a picture to show Mordacks jump.
Then mordack goes to the corner so that his allies don't knock into him after the jump. Dm, you can delete my arrows once you've seen them.
Edit: That's odd the rules state if going for a long jump you need 10 feet not to take penalties, but with a high jump, you need 20 feet not take penalties. Was double checking to see if the task was even possible with my character.
| DM Kludde |
While Nicolae clings on for his dear life, Mordack manages to jump over the pressure plates, and makes it to the other side.
Giltman Pennywhistle
|
"Mordack, quickly! Tie this rope to something sturdy over there!"
Giltman tosses one end of a rope from his pack to Mordack across the gap. rope toss?: 1d20 + 0 ⇒ (12) + 0 = 12
He then ties his end to something sturdy on his side of the pit, or failing that just stretches the rope as near to the clinging Nicolae as possible. "Grab hold and pull yourself to that side!"
Mordack Dune
|
I'm already on the other side. Or are you trying to get me to pull up Nicolae with the rope? If we are trying to pull up Nicolea, Mordack will do his best to find something to tie the rope too, without having to backtrack across the plates.
Giltman Pennywhistle
|
Trying to get Nicolae to grab on and have you pull him up, or at least tie it to something sturdy so he can climb back up.