Yorn
|
Leveled and ready but still at 9/18 hp.
Looking pleadingly at Kierra, Yorn points to his remaining wounds. He still looks half dead!
Regardless of his pains, he cannot help but be drawn to the loot and quickly picks up an axe of higher quality than he ever imagined. He sniffs the black leather wrappings on the handle and smiles.
"Yep, this is the one."
| Kierra |
Kierra sees Yorn's silent plea and nods knowingly. She walks over to him, and gently finds the bruises and cuts of his remaining injuries. Gently placing her hands on them she cast cure light wounds, invoking whatever power is within her to heal Yorn.
Cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
"Unfortunately that is all I can do for you today, Yorn. If we rest here, then surely I can mend the rest of your wounds tomorrow."
| GM: Dave the Dwarf |
The night passes without incident.
Yorn took a Masterwork Greataxe
Mark took a Masterwork Greataxe
Shalee took a Masterwork Longsword
Kierra took a wand of cure light wounds (10 charges) and a scroll of lesser restoration
Nalun took a wand of magic missile (10 charges) and a scroll of scorching ray
Correct me if I am wrong. Name or describe your weapons and wands anyway you like. I will not be stingy when it comes to recharging you wands by the way. I will let you recharge them yourselves given the resources and time to do it. That only makes sense to me in a world of magic.
| GM: Dave the Dwarf |
When everyone is ready, you backtrack to the room with the pool of water. and go out the other door using the key you got in the room with the Shadow.
You open the door and see a single pillar in the center of the room supporting this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut
from holes in the pillar, facing every direction.
| Kierra |
Kierra approaches Yorn and gently holds his arm, "So what did you see, do you think you can turn it off? If you need, maybe I can help..."
Kierra whispers a few unintelligible sounds, and places her hands on Yorn again. She casts Resistance, and Guidance.
| Nalun Elzrahar |
Nalun cheers his friend on
Go Yorn!
Then he begins a discourse on magical traps
I once read a book titled "Mysterious Magical Traps of Magnimar" it detailed a trap that can literally turn a full sized half orc inside out. This is interesting in itself because of both the mass and volume involved. The amount of necromantic energy involved would be....
Nalun continues along this way for a bit....
| GM: Dave the Dwarf |
Yorn starts to go to work on the complex mechanical device. He examines how it works and sees if he can release the tension on this one cog he will have it disarmed. So far so well. Everyone is counting on me he thinks. Just then Shalee says If you disarm this I'll give you a kiss! Yorn blushes so hard he almost falls in the pit! He looks down and the cog is in his hand. Trap Disarmed!
Shalee gave a+2 bonus there...because she is the hot girl.
| GM: Dave the Dwarf |
A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.
. Anyone listening at the stairs can hear the sound of dripping water and a low, distant moaning.
As you enter the room, bloody human skeletons drag themselves from behind the pillars, reaching for you with long claws.
Didnt you read about these types of bloody skeleton undead Nalun?
| GM: Dave the Dwarf |
+
Initiative:
Nalun +2 Nalun's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Yorn +2 Yorn's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Mark +1Mark's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Maggie +3Maggie's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Shalee +2Shalee's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Kierra +6Kierra's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Bloody Skeletons X4 1d20 + 6 ⇒ (14) + 6 = 20
| GM: Dave the Dwarf |
Shalee is building tank so lets have her tank.
Shalee pulls out her warhammer and steps out front.
Skele 1 1d20 + 2 ⇒ (2) + 2 = 4, 1d20 + 2 ⇒ (12) + 2 = 14
Skele 2 1d20 + 2 ⇒ (17) + 2 = 19, 1d20 + 2 ⇒ (18) + 2 = 20
Skele 3 1d20 + 2 ⇒ (14) + 2 = 16, 1d20 + 2 ⇒ (14) + 2 = 16
Skele 4 1d20 + 2 ⇒ (13) + 2 = 15, 1d20 + 2 ⇒ (3) + 2 = 5
| Nalun Elzrahar |
Bloody Skeletons! No, I mean literally bloody skeletons. Good Job Kierra, they can only be destroyed if their bones are blessed. Well, after someone breaks them up first.
Nalun waves his hands around and sends a glob of acid streaking at one of the skeletons.
ranged touch: 1d20 + 3 ⇒ (3) + 3 = 6
acid damage: 1d6 + 1 ⇒ (4) + 1 = 5
The glob of Acid misses the skeleton and almost hits Shalee!
SORRY Shalee
Well, mostly sorry
| Mark Talbot |
Initiative, in order, is:
Skeletons
Yorn
Nalun
Maggie
Shalee
Kierra
Mark
Dave, keep in mind that you can only attack multiple times when you begin your turn within reach of your enemy - considered a "full attack". When you have to move AND attack in your turn, you can only attack with one claw.
So if they ambushed us, and started the combat round surrounding us, they could use multiple claws, but not if they have to move first. I know, they list both claw attacks together, but you can only use both claw attacks in a full-round action according to Paizo rules. Natural attacks are confusing that way.
Maggie reacts quicker than Mark and moves into position (on her turn) to flank whomever Shalee is looking at.
Bite Attack with flank: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
On Mark's turn, he will take advantage of Pack Tactics to close in on Maggie's target with a brutal swing. His tiger-axe glows with HEAVENLY POWAH!
Blessed Power Attack: 1d20 + 7 - 1 + 4 + 2 ⇒ (16) + 7 - 1 + 4 + 2 = 28
Damage: 1d12 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Max damage! Suck on that!