| Maxelmish Stoutwick |
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
"Now what have you got there you dirty dog?" Max rubs his hands together as he unearths the box and gives it a quick once over.
Perception Checking for traps: 1d20 + 7 ⇒ (14) + 7 = 21
Disable device to disarm/unlock as necessary: 1d20 + 13 ⇒ (17) + 13 = 30
| DM-Camris |
Making your way forward, you carefully skirt the striking range of the Asp.
Glancing down the well, you see it is filled with blown sand to a point five feet down.
Beyond the well on the right is another Guards Quarters shack like the Death Dog was in, save that you can see through the open door that no creatures currently live inside. The room is empty except for debris, refuse, and windblown sand.
| DM-Camris |
The next open door on the right reveals a simple servants quarters, with a bed, a collaped table, some wall decorations.
What appeared to be a mound of garbage on the bed slowly staggered up with a dry crackling, revealing an animated skeleton! Another one staggered up near it.
Surprise round!
Players take their turn in order of posting, enemies go last.
Remember, in a surprise round you only get a Single Standard action!
| Maxelmish Stoutwick |
"Watch your step!" Max lashes out with his whip, trying to throw one of the skeletons off balance, then dodges out of the way.
Trip maneuver on Skeleton 1. If the check fails by 10, Max drops his whip rather than being tripped himself. He then takes a 5' step to B7.
CMB: 1d20 ⇒ 6
| DM-Camris |
Surprise____________
Cerastes___
As he moves forward, Cerastes' comments to Ra, "Two more should be no problem..."
Advance to square adjacent to both skeletons.
Maxelmish Stoutwick___
"Watch your step!" Max lashes out with his whip, trying to throw one of the skeletons off balance, then dodges out of the way.
But his trip fails.
Ibrahim the Sand Sage___
Ibrahim moves into position to pelt the skeletons with stones (a,6)
Inferis 'al Marris___
Inferis channels the energy through her ring, "You will submit!"
use command undead. dc 13 will save. if I get only one, then have it attack the other one.
Will save: 1d20 + 2 ⇒ (13) + 2 = 15 Saves.
Ra___
Ra moved next to Cerastes, frustrated that he got ahead of him again.
| Maxelmish Stoutwick |
"Darn straight we'll take down these bone bags. Watch your six Ra!" Max tumbles past the bony foe, drawing his knife. He lashes out, not to cause harm directly, but to give Ra an opening.
Cartwheeling to C7 and using Aid Another to give Ra a +2 to his next attack roll.
Acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28
Aid: 1d20 + 2 ⇒ (15) + 2 = 17
Ibrahim the Sand Sage
|
Ibrahim twirls a stone around and around in the leather of his sling. Finding his opening he looses a stone at skeleton #1
1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
His aim clearly off, the stone smashes to bits against the door frame of the small out building.
| DM-Camris |
Round 1____________
Maxelmish Stoutwick______
Cartwheeling to C7 and using Aid Another to give Ra a +2 to his next attack roll.
Inferis 'al Marris_____
use command undead ability again
Will save 1: 1d20 + 2 ⇒ (8) + 2 = 10 Fail.
Will save 2: 1d20 + 2 ⇒ (10) + 2 = 12 Fail.
Ibrahim the Sand Sage______
Ibrahim twirls a stone around and around in the leather of his sling. Finding his opening he looses a stone at skeleton #1
His aim clearly off, the stone smashes to bits against the door frame of the small out building.
Ra-Khefer______
Ra attacks skeleton 1. And hits for some damage.
(ooc) Cerastes______
Longsword attack on skeleton 2.
Longsword attack: 1d20 + 5 ⇒ (12) + 5 = 17 Hit! for 1d8 + 4 ⇒ (2) + 4 = 6 damage.
Enemies______________________
Skeleton 1 and Skeleton 2 stand stock still, heads bowed as if awaiting orders from the master of the house.
Skeleton 3, 4 and 5 shuffle out from behind the curtain concealing the back room.
Skeleton 3 attacks vs Max
claw 1: 1d20 + 2 ⇒ (3) + 2 = 5 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 damage.
claw 2: 1d20 + 2 ⇒ (12) + 2 = 14 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton 4 attacks vs Cerastes
claw 1: 1d20 + 2 ⇒ (14) + 2 = 16 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
claw 2: 1d20 + 2 ⇒ (16) + 2 = 18 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton 5 attacks vs Cerastes
claw 1: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 damage.
claw 2: 1d20 + 2 ⇒ (18) + 2 = 20 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Cerastes
|
Sorry, was out of town for a few days, should have mentioned it. Ouch, 14 points of damage.
The oracle is taken off guard by the appearance of the three additional skeletons, and they rake him with their claws badly. Bloodied he falls into a defensive fighting stance.
Camris: Cerastes would definitely be using his warhammer against these skeletons. It kind of his default weapon at this point, in any case.
Fighting Defensively Warhammer smash on skelly #5:
1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Cerastes AC currently 20 due to fighting defensively.
| Inferis 'al Marris |
Inferis commands the skeletons, "Protect my friends and destroy the other skeletons." At that, Inferis fires her wand at one of the new skeletons.
command skeleton 1 and 2 to defend us and attack the other skeletons. Use wand of magic missiles on skeleton 5 if still standing or skeleton 41d4 + 1 ⇒ (4) + 1 = 5
Ibrahim the Sand Sage
|
With Skeletons #1 and #2 now the thrills of Inferis and no longer threatening Ibrahim moves through his new "allies" to the open space against the wall (E6). As he moves he draws the newly purchased wand of cure light wounds clipped to his belt. He touches Cerastes with the wand and some of the gouges from the skeletal claws mend.
1d8 + 1 ⇒ (2) + 1 = 3
| DM-Camris |
Round 2____________
Cerastes_____
Fighting Defensively Warhammer smash on skelly #5: And he shatters it entirely!
Inferis 'al Marris_____
command skeleton 1 and 2 to defend us and attack the other skeletons. Use wand of magic missiles on skeleton 4 and takes a chunk out of him for 5
Ibrahim the Sand Sage_____
Ibrahim moves through his new "allies" to the open space against the wall (E6).
He touches Cerastes with the wand heals him for 3.
[npc] Maxelmish Stoutwick______
Exchanges places with Ra and using Aid Another to give Ra a +2 to his next attack roll.
Ra-Kepher_____
Exchanges places with Max and Ra attacks skeleton 3.
dwarven waraxe: 1d20 + 5 ⇒ (8) + 5 = 13 but missed.
Enemies_______________
Skeleton 1 and 2 seem… strangely reluctant to obey Inferis as they turn towards the other skeletons.
Will save 1: 1d20 + 2 ⇒ (15) + 2 = 17 Save! He breaks free of Inferis' control!
Will save 2: 1d20 + 2 ⇒ (15) + 2 = 17 Save! She breaks free of Inferis' control!
Skeleton 1 attacks vs Max
claw 1: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 slashing damage.
claw 2: 1d20 + 2 ⇒ (20) + 2 = 22 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage.
...Crit confirm?: 1d20 + 2 ⇒ (17) + 2 = 19 for a possible extra 1d4 + 2 ⇒ (2) + 2 = 4 slashing damage.
Skeleton 2 attacks vs Ibrahim
claw 1: 1d20 + 2 ⇒ (9) + 2 = 11 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage.
claw 2: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage.
Skeleton 3 attacks vs Ra
claw 1: 1d20 + 2 ⇒ (1) + 2 = 3 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 slashing damage.
claw 2: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 slashing damage.
Skeleton 4 attacks vs Cerastes
claw 1: 1d20 + 2 ⇒ (3) + 2 = 5 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 slashing damage.
claw 2: 1d20 + 2 ⇒ (17) + 2 = 19 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage.
Cerastes
|
Using his best defensive tactives to ward off the skeleton's claws...barely, Cerastes turns to bring his warhammer down on the skeleton attacking Max in a powerful blow. He silently nods his thanks to Ibrahim.
Warhammer smash on skeleton #1: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
| Inferis 'al Marris |
DM: the undead don't get a new save to resist. If the undead are intelligent, then they get a new save each day. SeeCommand Undead Feat and Control Undead Spell
Inferis fires another shot with her wand.
use wand of magic missile vs skeleton 41d4 + 1 ⇒ (1) + 1 = 2
| DM-Camris |
In this particular case, these skeletons recognized their family members, and so I gave them a new save (only one though).
It is this particular reaction that would realize these skeletons you've met in this compound somehow have more personality, more awareness than the stock undead skeletons. Like their souls might still be trapped in their hideously rotted forms.
| DM-Camris |
Round 3____________
Cerastes_____
Warhammer smash on skeleton #1. And he shatters that one as well!
Inferis 'al Marris_____
Inferis fires another shot with her wand. And she shoots skeleton 4 to pieces.
Ra-Khefer_____
Dwarven war axe vs Red3: 1d20 + 5 ⇒ (15) + 5 = 20 Hit! for 1d10 + 3 ⇒ (10) + 3 = 13 slashing damage.
[npc] Max_____
Max uses Aid Another on Ra.
[npc] Ibrahim_____
Club vs Skeleton 2: 1d20 + 1 ⇒ (19) + 1 = 20 Hit! for 1d6 ⇒ 5 bludgeoning damage.
Enemies_____
Skeleton 2 attacks vs Ibrahim
claw 1: 1d20 + 2 ⇒ (15) + 2 = 17 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 slashing damage.
claw 2: 1d20 + 2 ⇒ (12) + 2 = 14 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 slashing damage.
Skeleton 3 attacks vs Ra
claw 1: 1d20 + 2 ⇒ (4) + 2 = 6 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage.
claw 2: 1d20 + 2 ⇒ (9) + 2 = 11 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 slashing damage.
Cerastes
|
Cerastes moves to flank the skeleton attacking Ibrahim and puts his all into a swing to crush it.
Warhammer attack on skeleton #2: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| DM-Camris |
Round 4____________
Ibrahim the Sand Sage_____
Ibrahim swings his club at Skeleton 2 trying to reduce the bones to dust.
But he missed.
Cerastes_____
Warhammer attack on skeleton #2.
And he shattered the bones; the skeleton collapses.
Inferis 'al Marris_____
Inferis shifts in front of the door and fires her wand again.
shift to B6 and fire wand at skeleton 2, But since it’s down, she shifts aim to Skeleton 3, and the impact shoots the skeleton apart.
And the Battle is Over.
When the quarters are searched, you discover nothing of value save the naturally mummified remains of a couple of housecats.
Cerastes
|
Knowledge (Religion): 1d20 + 6 ⇒ (3) + 6 = 9
With the use of the wand, the jagged bloody slashes left by the skeleton's claws close. "These undead seem to have once been a family, I would guess. Perhaps they are unquiet because they need burial still. This whole place seems to be haunted by restless spirits." Looking out the entryway, "Let's try that door next." He moves to the door adjacent to the skeleton area.
Wand of Cure Light Wounds on Cerastes: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds on Cerastes: 1d8 + 1 ⇒ (3) + 1 = 4
Cerastes is back to full hp, anyone else need some healing?
Cerastes
|
Cure Light Wounds on Ra: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds on Ra: 1d8 + 1 ⇒ (6) + 1 = 7
That's 10 total charges off that Wand of Cure Light Wounds we purchased. Burning through it quick, but then again I guess that is what we bought it for. I am assuming it is in Ibrahim's possession when we are in combat and such.
Ibrahim the Sand Sage
|
"I have a feeling with the spoils of our adventure we will be purchasing many more of these." Ibrahim nods as he takes the rod back from Cerastes. "I seem to remember using them like ice on a hot desert day in my prior incarnations." he clips the rod back to the chain from his belt.
Looking towards Maxelmish, Ibrahim says, Master Maxelmish if you would be so kind to examine the status of our next door, and do watch for traps."
| DM-Camris |
You see that the northernmost door is to a small granary that sits against the north wall of the compound. It has a domed roof and a small door in the front.
Max took his time checking the door. Not finding any traps or locks, he proceeded to pry open the tightly shut door.
As soon as Max opened the granary’s door, a swarm of black carapaced beetles spills out like a spreading pool of water to attack everyone nearby.
This mass of iridescent blue-black insects emits a foul stench, and a faint chorus of thousands of clicking and clacking jaws can be heard from all sides.
Cerastes takes 1d6 ⇒ 3 damage.
Ra takes 1d6 ⇒ 5 damage.
Max takes 1d6 ⇒ 5 damage.
Everyone who took damage has to make a Fort save DC13 or be Distracted by Nausea.