| DM Panic |
@Petrel: Got your hit for round 3.
@Doruk: Along the edge it's supposed to be just walking through 3ft deep of shallow water (no penalty). Crossing the exact center would require a Swim check. However, you only need to move 10ft to (F,16) so I'm happy to put you there with a single move action.
3 ---
Martigan 14 : Moves to H,15
Isalnarr 9 (-3): Swings at Petrel - misses
Skeletons : Close and attack Petrel - misses
Doruk 8 : TBD
Petrel 8 : Stabs for -1HP
Mukluk 8 : Swim across
Aralynn 8 : Misses with two arrows
4 ---
Martigan 14 : TBD
* This map has what I presume with be movement from Doruk's part prior to attacking with the guisarme with reach.
I also realized I forgot to roll the skeletons' DC10 acrobatics checks to move out of the Grease to attack Petrel in Round 3. So here those are:
S6 1d20 + 2 ⇒ (11) + 2 = 13
S7 1d20 + 2 ⇒ (10) + 2 = 12
| Doruk |
Round 3, Initiative 8, Location F 16
Weapon Equipped = Guisarme
Conditions = None
Doruk finishes wading through the muck to F 16 and swings on the skeleton to finish it off.
Guisarme power attack 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 doing 2d4 + 9 ⇒ (4, 2) + 9 = 15 damage.
Apparently the blood was too much for Doruk and he wafts his swing.
| DM Panic |
@Petrel: Yes, go ahead and roll sneak damage as Martigan was there to provide the flank.
3 ---
Doruk 8 : Misses skeleton
Petrel 8 : Stabs for -1HP
Mukluk 8 : Swim across
Aralynn 8 : Misses with two arrows
4 ---
Martigan 14 : Misses
Isalnarr 9 (-3 + Petrels Flank Dmg): Channels negative energy!
Skeletons : Hits Petrel for -5HP
Doruk 8 :
Petrel 8 :
Mukluk 8 : Pulls out pick, casts Daze
Aralynn 8 :
Channel Energy - Will DC13 for half damage: 1d6 ⇒ 6
S6 v P: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d6 ⇒ 5
S7 v P: 1d20 ⇒ 17 for 1d6 ⇒ 5
I vs Daze DC13 1d20 + 6 ⇒ (7) + 6 = 13
Doruk misses as the skeletons continue to swing their rusty blades at Petrel. One slices across his tunic, but it's hard to differentiate his blood from the blood from the lake as you are all soaked.
Isalnarr grabs his holy symbol again and in a strong voice mutters an unholy homage to Vecna as dark energy ripples from him and washes over you all.
-6HP to Petrel from the skeleton and -6HP or -3HP to you all from the channel negative energy
Mukluk's spell fizzles as the evil cleric grins back at you all, thinking he may be gaining the upper hand despite the odds.
| Petrel |
I had rolled the sneak damage before, it was 7 sneak for a total of 8 on round 3.
Petrel stays put despite the waves of negative energy, and goes for a full found flank attack.
Was it 5 damage or 6 from the skeleton? Looks like 5
Will save 1d20 - 1 ⇒ (6) - 1 = 5.. full damage
two knives sneak + flank #1 1d20 + 7 ⇒ (1) + 7 = 81d4 + 1d8 + 1 ⇒ (1) + (2) + 1 = 4
two knives sneak + flank #2 1d20 + 7 ⇒ (14) + 7 = 211d4 + 1d8 + 1 ⇒ (1) + (2) + 1 = 4
14 - 5 skele -6 negative
HP = 3/22
AC = 16, CMD = 15
Fort = 2, Ref = 7, Will = -1
Condition: Ritually Protected
| Doruk |
Round 3, Initiative 8, Location F 16
Weapon Equipped = Guisarme
Conditions = None
Doruk, annoyed that his failure meant more damage to Petrel, tries again with renewed vigor to remove the skeleton from Petrels presence.
Guisarme power attack 1d20 + 5 ⇒ (12) + 5 = 17 doing 2d4 + 9 ⇒ (1, 2) + 9 = 12 damage.
Also, will save 1d20 + 0 ⇒ (15) + 0 = 15 vs DC 13 for half damage from the channel.
| Aralynn Huntinghawk |
Round 4, Init 8
AC 16, touch 16, flat-footed 14 (+2 Dex)
CMB +2; CMD 18
hp 15 (2d8)
Fort +3, Ref +5, Will +7
Immune sleep; Resist Elven Immunities
I'm more than 30' away, so wasn't included in the channel unless it has an enlarged area.
Araylnn takes a 5' step to F22 and fires two more arrows way off the mark.
Is Petrel smirking over there?
-Flurry with bow (Flurry BAB 0, DEX +2, Weapon Focus +1, Masterwork +1)-
1d20 + 4 ⇒ (4) + 4 = 8 - Arrow #1
1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 4 ⇒ (6) + 4 = 10 - Arrow #2
1d8 + 1 ⇒ (4) + 1 = 5
| Martigan the Sun-Touched |
Round 5 Init 19
HP = 9/17
AC = 17
Weapon Equipped = Heavy Mace
Speed = 20'
Channels Left = 2/6
Cleric Spells Known (CL 2, 2 melee touch, 1 ranged touch):
1 (4/day)
0 (at will) Create Water, Detect Magic, Guidance, Light
Status Effects = Filth Fever
Will Save 1d20 + 6 ⇒ (14) + 6 = 20 hp 6/17
Martigan channels positive energy to counteract Isalnarr's attempts to injure his friends.
Channel Positive to Heal, exclude Isalnarr 1d6 ⇒ 2
"You're not the only cleric around here precious."
hp 8/17
| DM Panic |
@Aralynn: Yes, sorry for suggesting you were in the negative energy
4 ---
Martigan 14 (8/17) : Misses
Isalnarr 9 (-10): Channels negative energy!
Skeletons : Hits Petrel for -5HP
Doruk 8 (8/20): Destroys 1 skeleton
Petrel 8 (3/22): Hits for -4HP
Mukluk 8 (??/14) : Pulls out pick, casts Daze, Isalnarr makes save
Aralynn 8 (15/15): Misses twice
5 ---
Martigan 14 (8/17): Channels healing for +2HP
Isalnarr 9 (-14): More negative energy!
Skeleton #6: Misses
Doruk 8 (8/20):
Petrel 8 (3/22):
Mukluk 8 (??/14):
Aralynn 8 (15/15):
Map is the same as before except Doruk destroyed skeleton #7.
Isalnarr glances around at Doruk, Petrel and Martigan surrounding him and nods to himself when he confirms that he believes there is quite of bit of their own blood mixed with that of the lake.
"Oh Dying King, Lord of the Rotted Tower, strike down these intruders!"
As he continues to grip his unholy symbol, another wave of dark energy ripples over everyone as Isalnarr smiles to himself that he prayers continue to be answered by his maimed god.
Channel Energy - Will DC13 for half damage: 1d6 ⇒ 6
"Pelor? Pah!" he jeers at Martigan as he watches his god's power inflict greater injuries than the Sun God is healing.
If Petrel fails his save and drops below 0, the skeleton will approach Doruk and invoke an AoO to attack him. If Petrel is staggered at 0, the skeleton stays there to attack him.
S#6 vs P or D: 1d20 ⇒ 5 for 1d6 ⇒ 1
Regardless of the target, the skeleton misses.
| Aralynn Huntinghawk |
Round 5, Init 8
CMB +2; CMD 18
hp 15 (2d8)
Fort +3, Ref +5, Will +7
Immune sleep; Resist Elven Immunities
Aralynn is glad her mother is not there to hear her curses and profanities as two more arrows litter the ceiling above the cleric.
WTF?! Is my luck bad if I'm even near water?
-Flurry with bow (Flurry BAB 0, DEX +2, Weapon Focus +1, Masterwork +1)-
1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 - Arrow #1
1d8 + 1 ⇒ (8) + 1 = 9
1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 - Arrow #2
1d8 + 1 ⇒ (4) + 1 = 5
| Mukluk Muletender |
Round 3, Init 8
1d20 + 3 ⇒ (14) + 3 = 17 Will save vs. negative channel (DC 13)
+2 hp from Martigan's channel
Mukluk will move to G15 (avoiding AoOs) and swing at I with his pick.
1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20 to hit;
1d6 - 1 ⇒ (6) - 1 = 5 piercing damage.
HP: 13/14
AC: 17 (16 without buckler;+2 dex, +1 shield, +4 mage armor)
Status:
Effects: mage armor
Acids Used/Left: 5/6
| DM Panic |
Mukluk needs another Will save I believe against the 2nd channel negative energy.
At at the risk of stealing someone's thunder...
Mukluk repositions himself slightly and tests the weight of his pick.
Just as Isalnarr grins wickedly as he is about to unleash a third wave of dark energy, Mukluk puts an end to all that with a single swing of his pick into the cleric's forehead.
Isalnarr gurgles, "...too late... killing the gir..." before he slumps to the ground.
Doruk wastes no time swinging his guisarme at the last skeleton.
1d20 + 5 ⇒ (14) + 5 = 19 for 2d4 + 9 ⇒ (3, 4) + 9 = 16
With an explosion of bone, the final undead minion is obliterated!
Combat over!
| DM Panic |
Remember I mentioned earlier that one of the skeletons was different - it looked older and wore a holy symbol of Wee Jas.
Searching Isalanrr, you find:
* his heavy mace, which looks to be of exceptional craftsmanship
* his breastplate, which also looks exceptional (and radiates magic once Mukluk checks for it)
* his heavy steel shield
* his unholy symbol of Vecna
* two potions
* no money
Now, about this room with the columns...
A two foot wide river of blood runs down the center of this broad hall, between a row of tall black columns on either side.
Each bears a glowing red symbol of an open hand with an eye in the palm, bathing everything here in a deep crimson. Faint whispers fill the air of the room with a latent malignancy.
The river of blood flows up to a pair of double doors (closed), which appears to be the only means of exit from this room (aside from the stairs from which you descended).
| Mukluk Muletender |
Sorry. Missed the 2nd one.
1d20 + 4 ⇒ (19) + 4 = 23 Will save vs. DC 13
Mukluk will pull his pick out the man's forehead and do it again, one more time.
Just to be sure.
Wiping the blood off his beard, "Doruk, would you do me the favor of removing this man's head from his shoulders? I'd like to put it far away from his body."
"Damn, that was a bloody good fight." Mukluk begins to wring the blood from his beard and clothes before remembering that he is magically trained.
Cast Prestidigitation. Clean himself off. 1d100 ⇒ 45 Spell Failure
Cast Prestidigitation. Clean off Doruk. 1d100 ⇒ 34 Spell Failure
"Petrel, you done good. You want to keep your blood wet protection?"
Mukluk twiddles his fingers at Martigan, "You want some?"
"Woman, you coming over? At least come get all arrows you left strewn about the battlefield."
If Aralynn swims over, cast Prestidigitation. Clean off Aralynn. 1d100 ⇒ 8 Spell Failure
HP: 10/14
AC: 17 (16 without buckler;+2 dex, +1 shield, +4 mage armor)
Status:
Effects: mage armor
Acids Used/Left: 5/6
| Aralynn Huntinghawk |
Aralynn looks for a way across the lake without going into it. Not finding one, she resigns herself to walking along the edge and ending up mostly wet rather than fully wet if she fell while climbing the edge.
Aralynn takes a cursory look around the room, but then spends a couple minutes examing the door and ignoring Petrel and Mukluk. Once satisfied the door is safe, she'll advise Doruk. If she finds something, she'll advise Petrel to open the door. She might even advise him of any traps she found, but that will likely depend on his manners for the two minutes while she checks the door.
1d20 + 14 ⇒ (2) + 14 = 16
| Martigan the Sun-Touched |
Martigan once again gives the ex-cleric a Pelor Salute. Upon seeing his friend's injuries he will expend his final channel, excluding the headless and skeletal.
1d6 ⇒ 4
"We worked well together. Petrel used my distractions to stab him while Aralynn convinced him to stay put by shooting the floor around him, showing that standing anywhere but where he was would be dangerous. Doruk you are a machine, I never knew you had it in you my friend."
| Mukluk Muletender |
Mukluk will cast Detect Magic.
1d20 + 8 ⇒ (15) + 8 = 23 Spellcraft on the Mace
1d20 + 8 ⇒ (3) + 8 = 11 Spellcraft on Potion #1
1d20 + 8 ⇒ (20) + 8 = 28 Spellcraft on Potion #2
Mukluk will pass Potion #1 around.
"Any of you know what this is?"
| Mukluk Muletender |
Oops! The spellcraft check above is supposed to be on the breastplate, not the mace. Apologies.
"The Atol would just eat the glass and potion together...that thing eats everything. The dumb beast is just an eating machine."
| Aralynn Huntinghawk |
If I'm reading the rules right, I can test by taste only with perception. Probably safe until levels where they start slipping poison in there.
Assuming potion #2 isn't harmful, Aralynn will take a small taste of #1.
1d20 + 14 ⇒ (16) + 14 = 30 Yeah. A roll above 10.
| Petrel |
Second will save .. 1d20 - 1 ⇒ (18) - 1 = 17
Petrel is staggered but happy to see his pal Mukluk put a gory end to this evil wizard.
After the battle.. "The ritual protection has done well for me... maybe the blood bath will make it stronger?"
"Also, Martigan, some of this blood is my own. How abouts showing off how great Pelor is by healing me."
Actually I think from channels he went from 0 to 6 hp.
| Martigan the Sun-Touched |
Actually I think from channels he went from 0 to 6 hp.
You'd have been at 5 after my channel then 2 after his channel and now 6 after my channel.
"Sadly Pelor has granted me all of the power he can spare for this pustulential hole of a blood soaked cave. I'd suggest we each down a curative potion before we venture any farther towards the heart of this darkness."
Next time we go for the heart we should do it through the throat and not the other way.
| Martigan the Sun-Touched |
"I have three curatives and I think there were some others. Judging by his unholy symbol, poor hygiene, and the pickaxe hole in his head he's a former cleric of Vecna. That skeleton over there is probably the follower of Wee Jas who was buried in the sarcophagus you so recently jumped into."
| Doruk |
"I have a cure moderate which would be a waste with my current health, but I will take one of the cure lights if there is a spare"
12 of 20
"Remember he warned his friend we were coming, so we should not tarry. They are preparing for us, so let us prepare for them and proceed with haste!"
| Petrel |
That last bit of news creeps Petrel out more than a lake of blood or pool of skeletons.
"His sarcophomus? Do you think he will follow me around as an angry ghost?"
"I dunno Doruk, I don't want this skeleton to come after me in as we fight the next group."
Petrel frets for a bit. "I think I know how to make things right! Shouldn't take more than a minute."
He'll grab the skeleton of the Wee Jas follower and lug it, or bundle it should it have fallen to pieces, back upstairs and chuck it into the coffin.
"Problem solved," he will say, as he slams the lid shut.
Maybe he will tell Wee Jas about this and the God of Spells will send me magical powers!
When he returns he will ask Doruk for the potion of Cure moderate
| Mukluk Muletender |
"Remember he warned his friend we were coming, so we should not tarry. They are preparing for us, so let us prepare for them and proceed with haste!"
Mukluk looks at Doruk. Mukluk looks for words to describe some aspects of the magical arts that the fightin' Doruk might not be aware of.
"Actually, Doruk, I don't know that it matters if we rush or not in this instance. As far as I know, there are no hostages that need saving...just the key. But as far as his magical preparations go, his spells are likely of one of four types: very short lasting (under a minute), short lasting (a few minutes at best), long lasting (up to an hour), or long long lasting (something like you've seen with my magic armor spell). If he's casting up a storm in there, then it is to our advantage to wait a while. To let most of his magics burn out."
Mukluk cleans more blood off Doruk.
"In fact, if there is a door ahead, I wouldn't mind rattling on the door a bit like we're about to come in when we are instead holding it shut. We can make him waste his magics. But even if that doesn't work, there is no need to rush. Unless I'm missing something."
| Mukluk Muletender |
Mukluk continues to ponder things.
"If he was warned, he may not know who won the fight. His minions were not to be taken lightly. It might be that we can use that to our advantage...after all, it worked so well last time."
Mukluk looks at Petrel as he swims back.
"What do you say, Petrel, do you want to pretend to be this Priest when we go on to say that he won the fight? Or just to confuse the bad guy?"
| Petrel |
"I love this plan. Lemme have a sip of that cure moderate before we go in."
Petrel take the dead priest's robes and wear them over his bloody clothing. He'll adjust them with a knife for fit and to make sure they don't interfere with his spring loaded wrist sheathes.
| Doruk |
Doruk hands Petrel the cure moderate and drinks one of the cure lights from Martigan.
Cure Light Wounds for 1d8 + 1 ⇒ (2) + 1 = 3
"Better. I'm ready whenever you casters think it's a good time. Need me to rattle the door a bit first?"
| Mukluk Muletender |
@DM PANIC: Do the doors open in or out? Are there handles?
"If I was dreaming of a plan that would never work, I'd have Petrel go the doors and tell the boss to come and see what they had killed. Mention a book or diary that was locked."
Mukluk grunts.
"If that fails, listen at the door for spellcasting...then rattle the doors. Then we wait 5 minutes."
Mukluk looks at the doors.
"Depending on what is inside, we should shut the doors or go in clobbering."
| DM Panic |
Damn you guys get 25 posts off without a DM... that's impressive!
First thing's first...
Petrel drags the skeleton wearing the symbol of Wee Jas up the stone stairs, leaving a bloody trail behind as the rest of you prepare yourselves for whatever lies beyond the double doors.
As you return the skeleton to the "sacrophomus" and slide the lid back into place - a light breeze stirs in the tomb and rustles your blood-drenched clothes.
Squinting, you rub your eyes but are absolutely certain that you see multi-colored lights swirling with the breeze around you as if they are dancing with you. You can swear you hear a child's laughter, but it seems like it coming from inside your head.
When you look down at your wounds and your clothes you notice you are no longer injured and no longer bloody.
The lights continue to swirl and seem to finally reach your right hand where they continue to spin for several moments more. As they continue spinning around your hand, a mark can be clearly seen on the back of your hand. The symbol is of a skull surrounded with red flames that drift off and up to the right.
You feel very powerful.
As the lights finally dissipate, the tattoo on your hand occasionally glows with a soft ember glow of it's own.
Petrel makes his way back down the steps and rejoins the others.
He does not consume the potion of cure moderate wounds.
| DM Panic |
The doors open towards you all - meaning you would pull them toward you.
As Mukluk begins to suggest a course of action, he can distinctly make out whispers in this room.
"Do not make a foolish choice..."
"Death comes to all, do not be afraid..."
"Thirass'in ma'hen shi'ra lar'en..."
The rest of you hear these voices. They feel like a presence stirring in the room about you all.
Aralynn confirms the first potion is identical to the second potion, which Mukluk confirms is a healing salve like the others you are carrying. Cure Light Wounds.
The mace is non-magical. The breastplate is magical.
| Doruk |
Doruk eyes Petrel's injuries, or lack thereof, while he pockets his potion of cure moderate. I wonder where he managed to get healing? Maybe the thief found a cache of goods upstairs.
He's far more concerned about the voices. "This is most disconcerting. Is everyone hearing voices? If it's just me, I'm leaving now." Doruk grins, though not as deeply as usual.
"Perhaps we should search for secret doors before taking the obvious path."
| Mukluk Muletender |
Doruk has the CMW, Mukluk would hold one of the CLW potions, who needs the other? Anyone want the +1 Breastplate? Martigan?
"Yeah, I heard it too. It's just a voice...from someone who has failed to die properly. Let's go find them and give them the pick."
Mukluk puts his pick away.
"Searching? Good idea. We dwarves never miss secret doors built into the stone. Never."
1d20 + 5 ⇒ (17) + 5 = 22 Perception
Let's search, then rattle, then wait, then open the doors?
| Martigan the Sun-Touched |
"I'll switch to this heavy mace if no one minds, I could use the help. I defer on the breastplate until everyone else has chosen, our front line fighters should have first go at any stronger armor. I agree with the rest of our plans."
By my count I have 2 CLW potions left plus the CMW and whatever we found.