Thomas Linseed
|
Thomas readies himself behind the bold Flaxseed as he readies to open the door! "Taking the lead, eh?"
Skip Flaxseed
|
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
"Neato!" Skip says while taking notes. "Da-er-Venture Captain Trotter will be very excited to see such well-preserved Thasillonian artwork!"
If nothing else is found, Skip suggests the party head up to the northwest side of the complex.
Culsar Rankil
|
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Artwork is exciting? I wouldn't have thought so. Those creatures would have been more interesting I'd have thought.
Thomas Linseed
|
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Thomas follows Skip, encouraging the rest of the party to follow. Once they reach the double doors, he gives a push with his free hand. His other hand grips his spiked chain in anticipation.
Cade Greenleaf
|
I don't think it matters which room we hit first; my gaming OCD will kick in as I assume it will for most others and we'll be driven to explore any room we know about. For simplicity's sake let's just go ahead with Thomas' room for the double doors and then circle back.
| DM Rah |
Ok, to the northwestern double doors.
Double doors open onto a long, oval-shaped room. Floating balls of fire illuminate walls covered with a bewildering array of runes, sigils, and glyphs. Beneath these carvings, stacks of engraved stone tablets rest in recessed niches in the walls.
This room served as an archive and library for the Thassilonian priests stationed at the ossuary. They carved their records in stone, rather than on parchment, so that they would be protected by the ossuary’s preservative magics. All of the writing in the room (wall carvings and tablets) is in Thassilonian, requiring a DC 30 Linguistics check to translate it. A comprehend language spell or the like can also be used to decipher the carvings and tablets, but multiple castings will be needed to interpret all of the information stored here.
Skip Flaxseed
|
Linguistics: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
As Skip starts to jot down any writings and things that he does not yet understand in order to look them up later, he notes a symbol that is different. "Huh!" He moves over and pokes it, working one side loose and pulling the glyph from the wall. "This looks like it will fit in one of those doors we couldn't open. Like a key! Neat!"
Culsar Rankil
|
Ooh! Maybe we should go try it next!
Thomas Linseed
|
As Skip pulls out his transcription gear, Thomas stops him. "Let's investigate the whole Ossuary first. Let's make sure nothing will surprise us during your translation work."
I say let's move on and come back to deal with this.
Culsar Rankil
|
Oh, ok. Makes sense.
| DM Rah |
Retracing your steps, you eventually return to one of the first areas you explored within the ossuary. Once the rune is placed into the depression between the two "glyph doors", the stone changes to a rippling mass of flesh and a moment later a bloody wound opens in the middle of the fleshy mass as the doors pull themselves apart. Beyond the doors is another room with walls draped in heavy black curtains and a thick layer of dust carpeting the floor. Across the curtained room you can see another set of double doors.
Culsar Rankil
|
Arcana: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Oh look, these are not true doors, but rather an opening created by transmuting the wall as if with stone to flesh spell. Kinda neat, huh?
And look here! I can see the bottom edge of another door hidden behind the curtains! in the room beyond the double doors.
Skip Flaxseed
|
Knowledge (arcana): 1d20 + 7 ⇒ (20) + 7 = 27
Skip grimaces. "A grisly use of a stone to flesh spell. I suppose most uses of that spell are grisly, but that just made my stomach turn. Let's go."
| DM Rah |
As Cade opens the concealed door there is a slight tugging, followed by the sharp *twang* of a crossbow.
Trap!: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
As he looks down at the bolt lodged in his shoulder Thomas gets a peek into a short hallway beyond that leads to another room. Numerous footprints have disturbed the dust covering the floor here.
Before you can observe much more, you hear a clattering and shuffling sounds coming from within.
INITIATIVE
Skip: 1d20 + 2 ⇒ (6) + 2 = 8
Thomas: 1d20 + 4 ⇒ (2) + 4 = 6
Culsar: 1d20 + 5 ⇒ (15) + 5 = 20
Kryspi: 1d20 + 3 ⇒ (4) + 3 = 7
Cade: 1d20 + 3 ⇒ (6) + 3 = 9
Enemy 1: 1d20 + 6 ⇒ (9) + 6 = 15
Enemy 2: 1d20 ⇒ 6
INITIATIVE
Culsar ⇒UP!
Enemy 1
Cade
Skip
Kryspi
Thomas
Enemy 2
Culsar Rankil
|
Quick, go see what it is! Culsar then sends his eidolon in and follows behind. The eidolon sees the enemies and engages the first one!
Bite: 1d20 + 4 ⇒ (9) + 4 = 13 for Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Trip?: 1d20 + 4 ⇒ (4) + 4 = 8
Its, umm, I don't know what they are! Culsar will fire a bolt at the front enemy however!
Attack: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 for Damage: 1d6 ⇒ 4
Confirm?: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19 for Damage: 1d6 ⇒ 1
| DM Rah |
Culsar's eidolon rushes in quickly to bite at the zombie, but its teeth aren't able to pierce its undead flesh. Culsar fires a near-perfect shot, aimed dead center at the skeleton, but his bolt passes harmlessly between some ribs.
The skeleton turns and rakes at it with claws but is unable to injure the summoned creature.
Claw vs Eidolon: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw vs Eidolon: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
INITIATIVE
Culsar ⇒acted
Skeleton ⇒acted
Cade ⇒UP!
Skip ⇒UP!
Kryspi ⇒UP!
Thomas ⇒UP!
Zombie
Culsar Rankil
|
Damn, I was hoping it was fleshy. Oh well!
Cade Greenleaf
|
Which token is the zombie and which is the Skeleton? Cade will move in to attack the Zombie. I'm just not sure if I have to trigger an AoO. I moved assuming it was the one in front, but if it's the other one, I'll move to below the Eidolon to allow more of the party in.
"Thanks Kryspi! That trap was starting to smart."
Kukri: 1d20 + 4 ⇒ (2) + 4 = 6
Damage Main: 1d3 + 2 ⇒ (3) + 2 = 5
Kukri: 1d20 + 4 ⇒ (12) + 4 = 16
Damage Off: 1d3 + 1 ⇒ (1) + 1 = 2
Thomas Linseed
|
Thomas moves in to the room, past Cade and the ghastly creature closest to the door, likely drawing an attack in retaliation.
Midnight Lord follows and leaps at the brown one in the rear, trying to drag it to the floor.
Bite: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip: 1d20 + 4 ⇒ (2) + 4 = 6
Culsar Rankil
|
No. It is now, however he might take some damage in a bit.
| DM Rah |
The skeleton takes a swipe at Cade as he dashes by, leaving him with a gash on his arm.
Claw AoO on Cade: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
The other Halffinders Rush in on his heels, inflicting damage on the zombie, but not enough to destroy it. @Cade: you moved to far to get a full attack.
The zombie slams moans and lunges at Culsar's eidolon.
Slam on Eidolon: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
INITIATIVE
Culsar ⇒UP!
Skeleton
Cade
Skip
Kryspi
Thomas
Zombie
Culsar Rankil
|
Dodging the blow, the eidolon attacks back!
Bite: 1d20 + 4 ⇒ (11) + 4 = 15 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 4 ⇒ (11) + 4 = 15 for Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Trip if Bite hits: 1d20 + 4 ⇒ (10) + 4 = 14
| DM Rah |
Culsar's eidolon takes down the zombie, ripping it to pieces.
The skeleton claws in the air at Cade.
Claw on Cade: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw on Cade: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
[b]INITIATIVE
Cade ⇒UP!
Skip ⇒UP!
Kryspi ⇒UP!
Thomas ⇒UP!
Culsar ⇒UP!
Skeleton
[/ooc]
Cade Greenleaf
|
Cade drops his kukris and withdraws his longsword to deal with the skeleton.
2-handed power attack longsword: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
damage: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Thomas Linseed
|
Thomas commands Midnight Lord to flank with Cade as they both try to down the skeleton. "Get 'em Midnight Lord!"
Bite: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bite Confirmation: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Trip: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Thomas will lash at the beast with his spiked chain, not expecting much.
Spiked Chain: 1d20 + 6 ⇒ (7) + 6 = 13 +4 if tripped? :D
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Thomas Linseed
|
But I rolled well!
After a quick search turns up nothing, Thomas gets ready with Midnight Lord to push in the next door. "Surprise!" is yelled as he slams the door open.
Culsar Rankil
|
Arcana: 1d20 + 5 ⇒ (20) + 5 = 25
These undead seem to have been animated through alchemy, not the usual means of divine or arcane magic. I wonder who did that, and why?
| DM Rah |
Thomas opens the next door and announces your arrival to an empty twisting passageway. A branch breaks off to the right a short way in, leading to a small door that seems to be constructed to withstand notice, but not from this side. However, before he can kick this open too, a voice is heard from further down the passage.
"Who goes there!? Show yourself!" Demands an angry male voice.
1d100 ⇒ 66
1d20 ⇒ 5
Thomas Linseed
|
"It's the authorities! Who're you?!" Thomas yells back to the man.
| DM Rah |
"Authorities? You sound like lost children! Go away!"
The voice grumbles for a moment.
Map updated with a note to indicate the direction the voice is coming from.