Cazithiel
|
"Mordack!" Cazithiel calls. "If you can take this one on, I'll keep it from reaching you!"
Cazithiel draws his rapier and blocks his skeleton's advance.
Full Defense, +4 AC.
| DM Kludde |
Mordack sees the acid eat away at the withered and gore-covered bones. Giltman wastes no time in pulverizing the undead in his view, and Nicolae follows suit with a determined bash from the mace.
Though I'm confused where the second attack comes from, Nicolae?
A single skeleton remain, and cazithiel takes a brave defensive stance against it.
Leb has an action left
---
Mordack
Nicolae
Cazithiel
Leb
Giltman
---
Skeleton
Skeleton - Dead
Skeleton - Dead
---
Giltman Pennywhistle
|
I think Nicolae is simply using Two-Weapon Fighting, though I think he forgot that he needs to use two different weapons when doing so.
Nicolae Tiberius
|
I think Nicolae is simply using Two-Weapon Fighting, though I think he forgot that he needs to use two different weapons when doing so.
Yep, Nicolae is a two weapon fighter type. He uses twin shortswords or twin light maces. Easier on the feat tax than longsword/swordsword, thats is for Valeros pregens :P
| DM Kludde |
Right. While we're all here: I normally use a 36 hour timeout for posts to arrive, and I haven't seen a post from Leb yet. Is he on holiday, perhaps? Because I've just recently taken over, I don't want to start by out by botting a character, so I'll give it another half-a-day.
| DM Kludde |
Ok, for now, can someone post an action for Leb, so as not to keep things up?
| DM Kludde |
Ok, I'm putting Leb on delay, as he's not going to throw a bomb from that position
The last skeleton standing attacks Cazithiel with both of its claws. Cazithiel takes a nasty wound from the first attack, and luckily manages to evade the second.
Claw, Caz: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (4) + 2 = 6
Claw, Caz: 1d20 + 2 ⇒ (3) + 2 = 5
Everyone is up!
---
Mordack
Nicolae
Cazithiel
Leb
Giltman
---
Skeleton
Skeleton - Dead
Skeleton - Dead
---
Giltman Pennywhistle
|
Giltman will move around Nicolae to smack the last remaining skeleton with his hammer.
Light hammer: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d6 + 3 ⇒ (4) + 3 = 7 bludgeoning
| DM Kludde |
With a determined blow, Giltman smashes the last skeleton, leaving a pile of gory bones.
Combat is over!
Can I have a DC 15 K(Religion) check form someone?
| DM Kludde |
Nicolae notices that one of the skeletons was wearing a tarnished silver necklace. There's a set of stairs leading down, from which Nicolae hears the sound of dripping water and a low, distant moaning.
Giltman Pennywhistle
|
Kn.(religion): 1d20 + 3 ⇒ (5) + 3 = 8
Giltman is not very knowledgable at the moment...
| DM Kludde |
Mordack suddenly realises this particular variant of skeleton is known as a 'bloody skeleton'. Although they have been thoroughly defeated, they will regenerate within the hour and rise anew, unless destroyed by a channel energy spell, holy water or a blessing.
Giltman Pennywhistle
|
Could I pull the bones all together in a pile and pour a single holy water on them? If not, then either Cazithiel will have to channel, or I'll use a holy water and my last two uses of fervor.
| DM Kludde |
The gnomish war priest meticulously collects all skeleton bones on a pile, then sprinkles holy water of them. With a slight hiss, the bones are purified, and the remains laid to rest forever.
Or, until the next necromancer comes by
Giltman Pennywhistle
|
"Agreed, let's investigate downstairs. If someone's in trouble, we must help them!"
Giltman will take a moment to use a charge or two of cure light wounds on himself.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Takes him to 1 under full HP, good enough.
| DM Kludde |
At the bottom of the stairs is a circular chamber with three passageways leading from it. 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.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”
Map updated to show second level
Giltman Pennywhistle
|
Giltman enters the new area, searching for traps or creatures.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Can he still hear moaning coming from one of the three directions?
He sees very little, but says "It says here that if we go that way, there is somewhere to rest."
| DM Kludde |
The moaning has either stopped, or the acoustics of this place are playing tricks on the ears. Giltman has some trouble discerning any sounds, but that may also be his ears, still ringing from old blows.
| DM Kludde |
The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”
Giltman Pennywhistle
|
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Kn(religion): 1d20 + 3 ⇒ (9) + 3 = 12
Does it look like a trap, and is this something that I'd expect to see at a shrine of Kassen?
| DM Kludde |
Giltman is pretty sure the fountain is not trapped. Kassen isn't a deity he's heard of, but rather a former lord of the area. He is commonly attributed with bringing the region to prosperity. He was buried in the Crypt of the Everflame.
Nicolae sips from the fountain, and finds the water refreshing, very much so.
Though he doesn't find any positive effect from it - mostly because he is at full hp ;-)
Mordack Dune
|
Mordack moves to the fountain or south where his allies went. looks like a good fountain, but I doubt it recharges spells, so for us spellcasters, we need an actual rest, not just a drink
Leb Unin
|
Leb walks over to the water. "I agree. We need a rest, but a drink sounds great too. No reason to not do both." After saying this, Leb drinks from the fountain.
| DM Kludde |
The water from the fountain has a healing effect, and can heal some wounds and ability score damage.
The party sets out watches and gets a rest. Though the crypt may not be the best place for a sleepover, the magical wards that are still present in this particular shrine keep all could creatures out, leaving the party to see another day.
Giltman Pennywhistle
|
Giltman insists the party stake watches despite the relative safety. He awakes refreshed and ready to combat some more evil creatures!
Leb Unin
|
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Leb says, "Watches are a good idea."
| DM Kludde |
Leb feels a lot better after drinking from the fountain. HP back to full
Our group of stalwart adventurers heads west from where they came down the stairs. The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.
Or is it? As soon as the adventures enter the room, four zombies come shambling around the corner
Leb: 1d20 + 3 ⇒ (3) + 3 = 6
Mordack: 1d20 + 8 ⇒ (12) + 8 = 20
Giltman: 1d20 - 1 ⇒ (14) - 1 = 13
Cazithiel: 1d20 + 8 ⇒ (11) + 8 = 19
Nicolae: 1d20 + 2 ⇒ (3) + 2 = 5
Braaains: 1d20 + 0 ⇒ (8) + 0 = 8
---
Mordack
Cazithiel
Giltman
---
Brains
Braains
Braaains
Braaaaaaains
---
Leb
Nicolae
---
Giltman Pennywhistle
|
Perfect placement!
Giltman takes a Move action to use his Trickery blessing, gaining a single mirror image. He then five-foot steps forward and smashes the closest zombie with his hammer!
Light Hammer: 1d20 + 6 ⇒ (15) + 6 = 21
Damage (bludg): 1d6 + 3 ⇒ (3) + 3 = 6
He'll also try to determine if these are standard zombies or something special.
Knowledge(religion): 1d20 + 3 ⇒ (7) + 3 = 10
Probably only deals 1 damage, unfortunately, and isn't likely to know anything.
| DM Kludde |
The Giltmen strike the zombie, and a soft thud can be heard as the hammer connects with the putrid tissue of the zombie. Unfortunately, the blow is rather ineffective.
---
Mordack
Cazithiel
Giltman - (+Copy)
---
Brains (1)
Braains
Braaains
Braaaaaaains
---
Leb
Nicolae
---
| DM Kludde |
Full, I don't think you took any hits since resting. You're up, though, couple of zombies ready to eat some of that elven brain.
Mordack's missile hits the zombie and sends forth the stench of scorched, rotting flesh.
---
Mordack
Cazithiel
Giltman - (+Copy)
---
Brains (4)
Braains
Braaains
Braaaaaaains
---
Leb
Nicolae
---
Cazithiel
|
We've rested? So I'm full up again on Channel Energy?
The elf steps up and calls for his Count's darkness again; but it appears to be harmful to the assembled zombies.
Channel Energy: 1d6 ⇒ 3
DC 10 for half.
| DM Kludde |
Will: 1d20 + 3 ⇒ (17) + 3 = 20
Will: 1d20 + 3 ⇒ (10) + 3 = 13
Will: 1d20 + 3 ⇒ (16) + 3 = 19
Will: 1d20 + 3 ⇒ (15) + 3 = 18
Cazithiel's channeling chars the zombies, though the strong-willed creatures resist the brunt of the energy wave.
The zombies gang up on Giltman, who proves to be a formidable foe to hit!
Slam, Giltman: 1d20 + 4 ⇒ (12) + 4 = 16
Slam, Giltman: 1d20 + 4 ⇒ (12) + 4 = 16
Slam, Giltman: 1d20 + 4 ⇒ (7) + 4 = 11
The single remaining zombie advances on Mordack and deal a solid slam!
Slam, Mordack: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 4 ⇒ (5) + 4 = 9
---
Leb
Nicolae
Mordack
Cazithiel
Giltman - (+Copy)
---
Brains (5)
Braains (1)
Braaains (1)
Braaaaaaains (1)
---
Giltman Pennywhistle
|
Giltman will touch the zombie directly in front of him, infusing it with positive energy.
Using Fervor as a standard action
Touch attack: 1d20 + 3 ⇒ (12) + 3 = 15
pos. energy: 1d6 ⇒ 4