| Thorgrym the Tracker |
There's a door here you haven't gone through. (Map is up to date.)
there are half a dozen doors we havnt gone through yet on second floor. However, if Chris mentions this one then Im taking that as a hint and think we should go through it.
| Dungeon Master S |
Don't take it as a hint. There are a ton of doors on the second floor, but only 1 you've seen on the first floor that you haven't entered. I pointed it out because someone said you return to the first floor.
| Dungeon Master S |
Gaius deems the doors safe and unlocked. He opens them without incident, but immediately wishes he hadn't. The scene in this large chamber is stomach-turning. Bodies lie everywhere, orc and human alike. Judging by the sprawled nature of the corpses, they fought brutally before succumbing to their wounds, dying in heaps on the floor. Many corpses are riddled with arrows and crossbow bolts, and a few appear to have perished while locked in mortal combat and still clutch at weapons embedded in various parts of each others’ anatomy. A particularly large mound of bodies lies in the corner, a heap of carcasses in a tangle of limbs. Strangely, while the room reeks of death, the bloodstains on the walls and floor seem incredibly ancient.
The mound speaks, "Welcome home. Come give us a warm embrace." The mound begins to approach. Knowledge (Arcana).
Baddies: 1d20 + 4 ⇒ (7) + 4 = 11
Ferox: 1d20 + 10 ⇒ (16) + 10 = 26
Gaius: 1d20 + 3 ⇒ (17) + 3 = 20
Grym*: 1d20 + 3 ⇒ (5) + 3 = 8
Morkeleb: 1d20 + 5 ⇒ (5) + 5 = 10
Odric: 1d20 + 4 ⇒ (19) + 4 = 23
Sandor: 1d20 + 4 ⇒ (11) + 4 = 15
| Dungeon Master S |
Round 1:
Ferox: Go
Odric: Go
Gaius: Go
Sandor: Go
Baddies: TBD
Morkeleb: TB
Grym: TBD
| Ferox Kerr |
Round 1
Ferox hustles in through the door. Seeing the abomination at the back of the room, he knocks an arrow and lets a quick shot fly.
Arrow, blunt: 1d20 + 14 + 2 + 2 - 3 ⇒ (14) + 14 + 2 + 2 - 3 = 29 Assuming undead
Damage: 1d8 + 3 + 6 + 2 + 2d6 ⇒ (8) + 3 + 6 + 2 + (3, 2) = 24
| Dungeon Master S |
Ferox lets an arrow fly, but it doesn't seem to affect it as much as he had hoped...
Round 1:
Ferox: nails it
Odric: Go
Gaius: Go
Sandor: Go
Baddies: TBD
Morkeleb: TB
Grym: TBD
OfC:19
| Dungeon Master S |
It could be a haunt... but it's not. The creature is known as an Orgy of the Dead. It's not undead but rather an aberration that takes dead bodies and uses them as it's own. This one seems to be.... wrong somehow. The bodies are way too fresh and the facial expressions shouldn't be changing as it moves. Clearly Scarwall is doing something to it...
| Dungeon Master S |
Are you clicking on the first floor link? We're back down there.
| Sandor Stouthammer |
Round 1
Sorry can't movee my pog
Well here's to horro's I havn't experienced yet, lets lay them to rest Sandor says as he charges towards the creature.
Double move. If this has a missle attack, please remember Sandor does have Missile Shield feat
| Morkeleb the Mighty |
With another glance, the wizard changes his mind. Not a Haunt, but a creature--an aberration, obviously. "Orgy of the Dead." Even more twisted by this vile place! It's not undead, don't channel to harm it...
Know: arcana high enough to glean any thoughts on best methods of killing this beastie?
| Dungeon Master S |
Bludgeoning it is next to useless. All of the eyes work, so flanking is similarly useless.
| Gaius Lirsiiv |
Gentlemen. We should depart...
(watches Sandor charge at roughly the same time)
...Post-haste. Damn it all.
Gaius quickly pulls his whip and moves to crack it at th... Pile... Of corpses, not to wound the creature, but to give Sandor a little breathing room since he's so insistent on melee.
AID ANOTHER... 1d20 + 9 ⇒ (10) + 9 = 19
+2 to Sandor's Armor Class.
| Dungeon Master S |
Gaius cracks his whip ahead of Sandor in order to provide cover as the dwarf approaches. It seems to work, but it hasn't met you in melee yet.
Round 1:
Ferox: nails it
Odric: Go
Gaius: Whip crack!
Sandor: Approach
Baddies: TBD
Morkeleb: TBD
Grym: TBD
Odric's last post was a week and a half ago. I just texted him. Someone want to bot? I know he's working through things...
OfC:19
| Dungeon Master S |
When doctors/scientists finally invent a wand of CLW, life will definitely improve. Hope all is well now.
The monstrosity shambles forth a bit when it opens the mouths of all the corpses who let out a painful scream worth of a banshee. The noise is deafening. Everyone except Gaius and Morkeleb need to make a Fort Save (DC 25 for half damage) as the scream rattles your bones for Sonic: 10d6 ⇒ (6, 4, 1, 1, 5, 4, 6, 1, 2, 3) = 33 damage.
Round 1:
Ferox: nails it
Odric: Go
Gaius: Whip crack!
Sandor: Approach
Baddies: SCREACH
Morkeleb: Go
Grym: Go
OfC:19
| Thorgrym the Tracker |
Grym fort save 1d20 + 13 ⇒ (20) + 13 = 33
Bucho fort save 1d20 + 16 ⇒ (20) + 16 = 36
holy shit, Im glad to make the saving throw and all but why cant I roll like that in battle?
| Dungeon Master S |
Last night at the table the party of level 12 characters were fighting an ancient white dragon called Freezemaw. It's scales were too hard to penetrate, but the party did well with fire spells both holy and arcane. Mike's character, an elven wizard twice tried to Disintegrate the beast. He rolled a 1 on the Spell Penetration check, and on the next attempt, he rolled a 1. To hit on the first he needed a 3 on a d20. On the second he needed a 2...
Grym and Morkeleb still need to take their turns.
| Thorgrym the Tracker |
Round 1 Team Ranger
Only mildly hurt by the crazy scream, ranger and dog rush forward to draw blood on the "thing". Trying to keep slightly more distance, Grym slashes at it w/ his sword. Bucho on the other hand dives right into it and tears at it w/ his Greater Fang enhanced bite.
Bucho 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
jaws 1d8 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Grym 1d20 + 15 ⇒ (4) + 15 = 19
svord 1d6 + 14 ⇒ (6) + 14 = 20
| Morkeleb the Mighty |
ROUND 1
Morkeleb levels his staff at this monstrosity and three rays of flame blast forth. Scorching Ray
Ranged touch: 1d20 + 6 ⇒ (15) + 6 = 21
Fire damage: 4d6 ⇒ (4, 2, 5, 6) = 17
Ranged touch: 1d20 + 6 ⇒ (12) + 6 = 18
Fire damage: 4d6 ⇒ (5, 4, 2, 5) = 16
Ranged touch: 1d20 + 6 ⇒ (11) + 6 = 17
Fire damage: 4d6 ⇒ (1, 5, 1, 1) = 8
| Dungeon Master S |
Grym rushes forward and as he goes, Morkeleb launches a trio of fiery rays at the thing. All three burn and add a foul stench to the foul air. Grym and Bucho approach and the thing lashes out with a borrowed leg. AoO: 1d20 + 16 ⇒ (17) + 16 = 33 DMG: 2d6 + 5 ⇒ (3, 1) + 5 = 9. The twice-living ranger takes the hit and drives home his blade, only to be turned away by some armor on the leg. Bucho, however, chomps down on flesh and causes considerable damage.
Round 2:
Ferox: Go
Odric: Go
Gaius: Go
Sandor: Go
Baddies: TBD
Morkeleb: TBD
Grym:TBD
OfC:79
| Odric the Stout |
Round the Second
With his ears ringing, Odric steps forward boldly. He slashes twice with his fearsome blade and attempts to 'kill' the clearly already dead foe.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 ⇒ (10) + 19 = 29 for 2d4 + 11 + 9 ⇒ (4, 2) + 11 + 9 = 26 damage.
The new Number Two: Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 19 - 5 ⇒ (13) + 19 - 5 = 27 for 2d4 + 11 + 9 ⇒ (4, 1) + 11 + 9 = 25 damage.
| Sandor Stouthammer |
Round 2
Still cursing his short legs even louder now that his ears are ringing Sandor runs around his comrades and swings at the beast.
You will be step 1 for clearin out this keep. These souls need ta rest.
MW Axe TWF+PA: 1d20 + 16 ⇒ (11) + 16 = 27
Dmg: 1d10 + 10 ⇒ (3) + 10 = 13
| Dungeon Master S |
Odric and Sandor both march up to the abomination and swing. They each cut deeply. Eyes turn to focus on them...
Round 2:
Ferox: Go
Odric: Atk
Gaius: Go
Sandor: ATK
Baddies: TBD
Morkeleb: TBD
Grym:TBD
OfC: 143
| Ferox Kerr |
Round 2
Ferox calls on Abadar's guidance to destroy the creature, takes aim and lets loose another volley at the beast.
Activate: Bane(Aberration)
Arrow 1: 1d20 + 14 + 2 + 1 + 2 - 2 - 3 ⇒ (3) + 14 + 2 + 1 + 2 - 2 - 3 = 17
Damage: 1d8 + 3 + 6 + 2 + 2d6 ⇒ (3) + 3 + 6 + 2 + (4, 6) = 24
Damage, Manyshot: 1d8 + 3 + 6 + 2 + 2d6 ⇒ (4) + 3 + 6 + 2 + (1, 2) = 18
Arrow, Rapid Shot: 1d20 + 14 + 2 + 1 + 2 - 2 - 3 ⇒ (17) + 14 + 2 + 1 + 2 - 2 - 3 = 31
Damage: 1d8 + 3 + 6 + 2 + 2d6 ⇒ (1) + 3 + 6 + 2 + (3, 6) = 21
Arrow2: 1d20 + 9 + 2 + 1 + 2 - 2 - 3 ⇒ (11) + 9 + 2 + 1 + 2 - 2 - 3 = 20
Damage: 1d8 + 3 + 6 + 2 + 2d6 ⇒ (3) + 3 + 6 + 2 + (2, 3) = 19
| Dungeon Master S |
Ferox unleashes a torrent of arrows and the beast grinds to a halt by the last arrow!
Out of combat XP: 4,267 each
| Dungeon Master S |
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There's nothing in this room, but you do feel.... unclean while here.
I've got a lot of IKS work, so I'll only be checking occasionally until tomorrow.
| Dungeon Master S |
The party goes through their door protocol, and determines it's safe and unlocked. Unfortunately, there's something physically blocking the door. Gaius says it feels like a crossbar...
| Morkeleb the Mighty |
The way I see it, if something in *here* is blocking our way, it means that's the way we should go.
I can think of a couple options
1) use my last Stone Shape on the wall around it to get through
2) just smash the hell out of it. It's not like everything here doesn't already know about us...
3) Dimension Door to the other side. Not my favorite option--in fact, I"d put this one last, but still something viable.
I vote break it down.
Chris Marsh
|
If you're trying to bust it down in one fell swoop a door like this is STR DC 30. If you're going to hack it down you've got to do 20 points of damage, but the door has Hardness 5. Instead of a long drawn out list of posts, simply post a bunch of rolls and we'll count how long until success.
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