Mordack Dune
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everyone going to move their characters next to mine. the door opened was described by my character's position. If combat happens I'd rather you all not be 100 feet away.
Nicolae Tiberius
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Romance gone bad you think? Kinda makes sense. Nicolae says smiling before searching the new room.
Perc: 1d20 + 5 ⇒ (18) + 5 = 23
I do 95% of my postings from mobile. I cant move my icon on the map most of the time. Could someone move me to the front roll please.
| DM Jelly |
It's all good, just try to move more often or tell me where you'd like to move.
I'm going to assume you are moving to the door leading out of the room, you find no traps BUT the hinges only open inward. Nicolae also notices they appear to be spring loaded...
Glancing into the room reveals a single pillar in the center of the room which supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of blunted arrows jut from holes in the pillar, facing every direction.
Giltman Pennywhistle
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Yeah, you can't really take 20 on checking for traps without walking right up to the thing you're checking on. You could take 10, though.
Giltman will look for traps from the doorway: Perception: 1d20 + 3 ⇒ (3) + 3 = 6
He thinks there's a pillar, that's about it. He might not even see the pit in the ground around the pillar. :-S
Nicolae Tiberius
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Well I see a giant pillar full of loaded crossbows. I can guess its a trap of some sorts. I am not searching for it, I see it. I am searching for activation devices. I would start in the area around the door before going in and then make my way to the pillar slowly searching. That is what I meant by taking 20.
Yea, probably.
Nicolae Tiberius
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Giltman are you hurt? I suggest we all heal to max before going further. I have a wand if needed. After the party have healed themselfs:
Going to try to get to the pillar to inspect it. Hold the door open if we have to run. Slowly Nicolae moves to the center pillar going around the pit to the bridge while searching for unwanted surprises.
Taking 20 for 25 in perception as he goes. If not allowed:
Perc: 1d20 + 5 ⇒ (20) + 5 = 25
How deep is the pit?
| DM Jelly |
"CLICK, Click, click""
As Nicolae steps into the room Mordack feels the weight of the door slighly increase as if it's trying to close.
The pillar begins spinning!
The pillar now begins firing!
1d4 ⇒ 2
Nicolae
1d20 + 10 ⇒ (17) + 10 = 27NL dmg: 1d8 ⇒ 4
1d20 + 10 ⇒ (14) + 10 = 24NL dmg: 1d8 ⇒ 4
Mordack
1d20 + 10 ⇒ (18) + 10 = 28NL dmg: 1d8 ⇒ 3
1d20 + 10 ⇒ (10) + 10 = 20NL dmg: 1d8 ⇒ 7
Cazithiel
hallway cover bonus: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16NL dmg: 1d8 ⇒ 5
hallway cover bonus: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13NL dmg: 1d8 ⇒ 6
Surprised by this blunted yet painful onslaught the adventurers...do what?
The contraption does not appear to be letting up either.
Giltman Pennywhistle
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Giltman immediately drops prone in the hallway, afraid of taking enough damage to knock his currently-fragile self out. He will then pull out his wand of cure light wounds and use one charge per round on himself until he's at full health.
Yeah, should have healed myself before, but that was totally my fault for not paying attention! LOL!
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (2) + 1 = 3
That gets me to 17/18, using three rounds to do so.
Mordack Dune
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I'm pretty sure Mordack is unconcious, someone has to drag his body out of the room. and he is at 6 of 8 HP. also, if anyone has disable device, roll it
Mordack Dune
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Can someone please grab Mordacks body and drag/carry him out of the room, he cannot walk out himself as he is unconcious. If you grab him around the corner pull through this door or grab him and drag him out the east door, otherwise he will take constant beating and he will die as he starts taking lethal damage.
Giltman Pennywhistle
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Giltman will grab and drag Mordack out, and once everyone is out he'll let the door shut on the arrow volleys.
Strength: 1d20 + 3 ⇒ (10) + 3 = 13
| DM Jelly |
Filled with concern for their downed brother in arms, Caz and Giltman rescue him from certain death! After all parties have left the room and Caz closes the door you hear the contraption fire again, and again, and again...for one full minute.
After the contraption stops firing the door 'clicks' and swings open. All doors in the room are now ajar, W, E and S doors. The room is also filled with hundreds of blunted arrows.
Being the curious adventurers you are someone peaks beyond the southern door seeing continuous carvings of mourners running along the walls leading to a downward staircase on the south side of the room.
Map updated
Giltman Pennywhistle
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Giltman pulls out his wand of cure light wounds and heals Mordack.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Should be up to full now, yes?
Nicolae Tiberius
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That was deadly.
Nicolae gives Giltman his own wand and asks him to heal him too. Then he inspects the south passage and door for traps.
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Perc: 1d20 + 5 ⇒ (5) + 5 = 10
Giltman Pennywhistle
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Giltman also keeps an eye out for more traps, and kicks hundreds of blunt arrows down the pit so that he doesn't trip on them. He also collects a few in case they come in handy.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Mordack Dune
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Giltman pulls out his wand of cure light wounds and heals Mordack.
[dice=CLW]1d8+1
Should be up to full now, yes?
thank you as mordack wakes back up to full HP he had 8 nonlethal and 2 lethal damage, but healed 8, unless that heals 8 nonlethal and 8 lethal damage, then yes, he is back at full
I am usually good at sensing where traps might be place, I kind of failed to see that one coming.
Giltman Pennywhistle
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Magical healing does heal nonlethal damage equal to the lethal damage it heals. :-)
Mordack Dune
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Mordack just hangs back and waits for everyone, he only has at wills left so he can't go ahead of everyone as without his MM left for the day, he is not as brave.
Mordack Dune
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Mordack moves. lets rest after we have secured the room below. Game wise I know you would not let anything come into our room if there was something there to the south, not even sure if that is even legal in a PFS game to do or not. But roleplaying wise, if there is something there to the south, it is best to clear it out, so characters don't worry about it opening the door to come get us and then we can rest in that room below once we have made sure it is safe.
Nicolae Tiberius
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You can rest anytime you want in PFS. In some cases, mostly modules like Thornkeep, its recomended that you rest because that place is a death trap. But depending on the scenario resting can make you fail at its mission because some of them have in game time retrains. Like save the kidnapped lady in the plane of shadow before the portal back to the material plane closes at dawn...
Slowly and carefully Nicolae opens the south door and checks the room beyond.
Mordack Dune
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I was questioning whether or not it is legal for a DM to move monsters in a dungeon in PFS, to make things realistic even if noone has been in the next room to see the monsters. If PC characters can move from room to room, why not NPC monsters? as I couldn't imagine them standing/sitting in one spot for hours.
Nicolae Tiberius
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From what I have been told the PFS scenarios come with the enemy's tatics included for the challenges featured in them. I have seem enemies withdraw, regroup and charge back in PFS and also spellcasters ambush the party with AoE spells like color spray. So having the enemies play smart in a scenario is commom enough.
Giltman Pennywhistle
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"Let us clear this level, my friends, and then we can hopefully take a well-deserved break!"
Giltman follows Nicolae to the door leading to the South room.
Giltman Pennywhistle
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Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Giltman is not terribly perceptive at the moment....
| DM Jelly |
Immediately before Nicolae begins whistling he notices something odd near three of the 'carved mourners'. Odd being pools of blood with slightly hidden bloody skeletons and especially odd because they are beginning to move!
Nicolae, you have a surprise round
Initiatives:
Cazithiel, Leb, Giltman
Skeltons
Mordack, Nicolae
Nicolae: 1d20 + 2 ⇒ (10) + 2 = 12
Leb: 1d20 + 3 ⇒ (10) + 3 = 13
Mordack: 1d20 + 8 ⇒ (4) + 8 = 12
Giltman: 1d20 - 1 ⇒ (14) - 1 = 13
Cazithiel: 1d20 + 8 ⇒ (10) + 8 = 18
Bloody Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Leb Unin
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Leb pulls out a flask and downs it.
Drinking an extract of shield.
Giltman Pennywhistle
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Giltman will move forward into the room, drawing and throwing one of his light hammers at the skeleton in front of him!
Ranged light hammer: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
He tosses the hammer very wide. "Oh my, that was a horrible throw! I should really practice my tossing some more!"
Next round he'll draw another hammer and attack in melee with it.
| DM Jelly |
The bloody skeletons shamble forward and attack with clawed hands!
vs. Cazithiel
1d20 + 2 ⇒ (10) + 2 = 12dmg: 1d4 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (5) + 2 = 7dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Edit! Provoking AoO from Giltman
vs. Nicolae
1d20 + 2 ⇒ (1) + 2 = 3dmg: 1d4 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (8) + 2 = 10dmg: 1d4 + 2 ⇒ (4) + 2 = 6
vs. Giltman
1d20 + 2 ⇒ (20) + 2 = 22dmg: 1d4 + 2 ⇒ (2) + 2 = 4 - Muahahahaha!
1d20 + 2 ⇒ (8) + 2 = 10dmg: 1d4 + 2 ⇒ (3) + 2 = 5
The party is up!
Mordack Dune
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Mordack moves up and casts acid splash on the monster in front of nicolae. engaged in melee, so -4 penalty. hit: 2 - 4 + 1d20 ⇒ 2 - 4 + (16) = 14 vs touch.
damage: 1d3 ⇒ 3 acid damage.
Giltman Pennywhistle
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"These things are gross, my friends! Let us destroy them as quickly as possible!"
AoO with shield bash: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Giltman swings his shield around to try to slam the skeleton that is heading toward Cazithiel, but his swing is wide.
Pulling out another hammer and attacking the skeleton right in front of him with his hammer!
Light hammer: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Giltman's hammer hits home on the skeleton, crunching into bloody bone!