Lorant Pelus |
Fort Save: 1d20 + 5 ⇒ (17) + 5 = 22
Lorant grits his teeth and the shock strikes him. He looks back at Kerret and nods, but he cuts at the fungus again before backtracking out of the room.
DougFungus |
DougFungus |
Lorant Pelus |
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
"No time, now Kerret! We can explore it one the way back!"
Lorant steps up to the edge of the room and waits for the Skeleton to come closer. When it does, he swings at it with his shield, remembering how well it worked before.
Move to K-22
PA, Shield: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, PA: 1d3 + 5 ⇒ (3) + 5 = 8
DougFungus |
Ok, I'm going to try changing some things for this combat. I tried this in my RuneLords campaign and it seems to make things a little smoother for players abilities to perform actions. I'll divide up the turn order between player and enemies actions through the round. If your name is bolded then submit your actions for the round. I will resolve PC's actions up until an enemy's actions, then post the enemies actions until the next group of PC's and so on. This should remove all the guesswork on my end and is beneficial with combat situations as large as this one. If you guys like it we can stick with the format, if not we can change back. I've modified some initiative rolls to create larger clusters of PC and enemy actions to speed things along.
Kerret (24)
Skeleton 2 (22)
Skeleton 3 (20)
Skeleton 6 (19)
Pip (20)
Lorant (18)
Vastar (15)
Skeleton 5 (16)
Skeleton 1 (15)
Skeleton 4 (14)
Kaylee (13)
Skeleton 1 Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Skeleton 2 Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Skeleton 3 Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Skeleton 4 Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Skeleton 5 Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Skeleton 6 Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
Other than in the pit, the water in this chamber is a little over a foot deep, making each square diffcult terrain for Small or smaller creatures. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check (increase the DC by +2).
- Kerret moves to H-22 and casts Disrupt Undead. Ste spell hits Skeleton 3 (in M-22) and it takes 4 damage.
- Skeleton 2 moves to J-22 and attacks Lorant.
Broken Scimitar: 1d20 + 0 ⇒ (1) + 0 = 1 Poo
Dex Check: 1d20 + 0 ⇒ (14) + 0 = 14 Pass - Skeleton 3 doesn't move
- Skeleton 6 doesn't move
- Skeleton 3 has taken 4 damage
UP NEXT:
Kerret (24)
Skeleton 2 (22)
Skeleton 3 (20)
Skeleton 6 (19)
Pip (20)
Lorant (18)
Vastar (15)
Skeleton 5 (16)
Skeleton 1 (15)
Skeleton 4 (14)
Kaylee (13)
Lorant Pelus |
Wow, ok
Lorant chuckles at the clumsy attempt by the bones of the skeleton before trying to slam into the thing with his shield.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Pip Nimblefinger |
Realizing his crossbow is useless against skeletons, Pip will take out the grappling hook and tie to the silk rope. He will then try to tangle up a skeleton or two if he can.
Not sure if Pip can do all of this in one turn or not. I believe it is a full action to put his crossbow away. Then can he use his move action to get the hook and rope out of his pack? I guess next turn he will us a full move action to tie the hook to the rope.
DougFungus |
Skeleton 2
Skeleton 3
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
- Pip readies his grappling hook. (he can throw it next turn.
- Lorant strikes Skeleton 2 with his shield and breaks a significant amount of its bones. The Skeleton is barely standing but holds itself together.
- Vastar moves to I-21 and stabs Skeleton 2. The attack is a hit but does not appear to damage the skeleton.
- Lorant deals 4 damage to Skeleton 2
- Skeleton 2 has taken 4 damage
- Skeleton 2 has taken 4 damage
UP NEXT:
Kerret
Skeleton 2
Skeleton 3
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
DougFungus |
Skeleton 2
Skeleton 3
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
- Kaylee moves to G-22, Pip riding her to victory and hurls a sling bullet at Skeleton 2. The attack is successful and the skeleton collapses into a pile of dust and bones.
- Kerret unleashes a ray of positive energy at Skeleton 3. The attack is successful and the Skeleton disintegrates.
- Skeleton 6 moves to L-22.
- Kaylee kills Skeleton 2
- Kerret kills Skeleton 3
UP NEXT:
Kerret
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
Lorant Pelus |
Lorant nods as his friends take down the two sets of walking bones. He steps forward and swings his shield at another one.
Move to K-22
Shield: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d3 + 3 ⇒ (2) + 3 = 5
DougFungus |
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
- Pip's threats are lost to the halls of the crypt as Skeletons are mindless creatures.
Perception Check wrote:
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
Pip:In addition to the mechanism which looks like it lifts the portcullis in the room with the pool, you notice some depressions underneath the water (the dark spots on the map). Its hard to tell how deep they are but it could be a potential hazard. - Lorant steps up to K-22 and strikes Skeleton 6 with a Shield Bash. The Skeleton explodes.
- Vastar moves to J-22.
- Skeleton 5 moves to L-22 and claws at Lorant.
Claw 1: 1d20 + 2 ⇒ (14) + 2 = 16 Miss
- Skeleton 4 moves to L-21 and attacks Lorant around the corner.
Claw 1: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 Miss
UP NEXT:
Kerret
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
Kerret Malconnen |
Kaylee whips another stone at the skeleton before Lorant.
sling attack with point blank and precise shot: 1d20 + 3 ⇒ (10) + 3 = 13
bludgeoning: 1d4 ⇒ 4
Kerret pulls his new wand from his belt and says, Let's see what this thing can do! Majure! Two streaks of force shoot toward the skeleton before Lorant.
magic missle: 2d4 + 2 ⇒ (3, 4) + 2 = 9
9 charges remain on the wand.
Lorant Pelus |
Lorant deflects the skeleton's claws and then steps around the corner, kicking aside the bones from the skeleton Kerret destroyed. He swings his shield at the remaining undead. "Die, undead spirit!"
Step to L-22
Shield: 1d20 + 6 ⇒ (10) + 6 = 16
Damahe: 1d3 + 3 ⇒ (3) + 3 = 6
Kerret Malconnen |
Kaylee moves into the room behind Lorant M22, attempting to dodge the skeleton's claws.
acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
She reaches out her hand, using the power of her healing hex on the undead creature.
touch attack: 1d20 + 1 ⇒ (6) + 1 = 7
healing hex damage: 1d8 + 3 ⇒ (7) + 3 = 10
Kerret ducks in behind L23 and casts disrupt undead at the skeleton deep in the room. P19
ranged touch: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 3
DougFungus |
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee
Attack of Opportunity: 1d20 + 2 ⇒ (20) + 2 = 22 Possible Crit
Crit Confirmation: 1d20 + 2 ⇒ (19) + 2 = 21 Confirmed!
Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
She reaches her hand out to imbue the Skeleton with positive energy but it lurches out of the way of her grasp.
- Skeleton 1 deals 12 Damage to Kaylee
- Kerret kills Skeleton 1
- Lorant kills the final Skeleton.
All threats appear to be neutralized for the moment.
Kaylee Pruitt |
Kaylee moves towards the south end of the room and sets Pip down in the shallow water. She then takes a look at her wounds and attempts to heal them before using her scarf to bandage what injury remains.
Healing hex: 1d8 + 2 ⇒ (3) + 2 = 5
Does anyone recognize this black mold? Kaylee asks while taking a moment to observe it. She stays cautious though, remembering how dangerous the previous mold could have been.
Knowledge: Nature: 1d20 + 7 ⇒ (8) + 7 = 15
Lorant Pelus |
Description said black mold was covering the carvings.
Lorant splashes through the water to look at the wheel. "Well, it looks like we should turn this. Pip, you wan to check it before I do so?"
Lorant Pelus |
Lorant rolls his eyes. "Yes, Midwife. All this rust is making it hard to grip." He tries again, this time bending his knees and just tries to lift one edge of the wheel to turn it.
Strength Check: 1d20 + 3 ⇒ (20) + 3 = 23
Lorant Pelus |
Lorant stops to catch his breath for a moment. Then he grabs the wheel again and strains to turn it.
Strength Check: 1d20 + 3 ⇒ (19) + 3 = 22
Can't get any better than those rolls!