Marisan |
Hey, if she channels positive energy, am I not also healed for that 1d6 as well? He asked hopefully.
I'm afraid not... it's either hurt undead or heal living with each channel, not both simultaneously. But I'll keep an eye on you! I think you might also still need to make an Initiative check?
Fedryn Mannorac |
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Angered by the deception of Maurit, Fedryn charges the ghoul in return.
Greataxe, PA & charge: 1d20 + 4 - 1 + 2 ⇒ (7) + 4 - 1 + 2 = 12
Damage, PA & whetstone: 1d12 + 4 + 1 ⇒ (4) + 4 + 1 = 9
FauxPas75 |
Maurit's mad rush for Marisan is cut woefully short by the attacks of Elwyn, Fedryn and Rachel. As the last of her unnatural life leaves her body she gets one last light of humanity in her eyes as she whispers out a thank you. At nearly the same Harboth's axe swing nearly destroys the skeletal warrior.
It's at this time that Marisan finally remembers the cure for Ghoulism is always death, there is no other option.
Ooc: and they thought bugs would do something, really?
On Maurit's body are three potions, 2 clw one port from evil
Reminder: don't ink anything you find on a character sheet...leverything will be handed over to the lodge that doesn't get consumed
Marisan |
Thanks, guys. I was hoping to get to use that brace feature of the trident, though. :) I also really need to stop rolling below 5 on my initiative.
Marisan looks down sadly at the corpse of Maurit. "What can I say? You two were right. I've had little contact with the undead until now, but somehow I thought she could be saved." She sighed. "At least her soul is free now."
Looking over to the newly found potions, she holds out a potion of cure light wounds to the ranger. "You look like you could use this.".
Elwyn Cintras |
"Well, at least she is at rest, a shame that her companions didn't have the heart to dispatch her before they fled. Maybe there's something of value in this mess. Let see what we can find."
Elwyn begins to search the feeding ground and nest for valuables or anything of interest.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Harboth Redacre |
As Elwyn puts his expert eyes to work, Harboth heartily accepts the potion from Marisan.
Thank you.
He then proceeds to chug it.
I will assume caster level 1. Here goes: 1d8 + 1 ⇒ (1) + 1 = 2
Perhaps he chugged a bit fast.
Harboth Redacre |
Yeah. What she said. Harboth starts heading off in the wrong direction before someone turns him around to get us pointed the right way.
I will go ahead and do perc and stealth checks to sneak into the next room. Perception: 1d20 + 8 ⇒ (18) + 8 = 26; Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
FauxPas75 |
From this room you have several choices. To the north east, to the east (where you came from) to the south and outside to the northwest.
Ooc: NE and west would be new rooms? Im going to be on the road today and tomorrow so my post may be eradic. I do plan to post however. I expect we will finish this session by next week then we have about 3 or 4 weeks to fly through session 3.....
Marisan |
Marisan looks at the various exits out of this chamber. She then points to the southern exit."If I'm not mistaken, that's back in the direction we started out, and as Rachel suggests, there were a couple of passageways we hadn't explored yet. So I'd suggest that way." She hefts her pack to reposition it, and begins heading south.
FauxPas75 |
Moving to the southern entrance you leave the now truly dead to rot on the floor as you enter the southernmost doorway.
This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.
Elwyn Cintras |
Elwyn also examines the room, evaluating the condition, potential for hazards, falling rubble etc.
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Marisan |
Marisan joins the others in examining their surroundings. She pays particular attention to the slime on the west wall, but is careful not to touch it or inhale near it.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22 whoops, that should be +3, not +2
Knowledge(nature): 1d20 + 4 ⇒ (9) + 4 = 13
Harboth Redacre |
Harboth looks around slowly, hoping to identify the smell and/or the weird slick spot.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Know (nature): 1d20 + 4 ⇒ (12) + 4 = 16
He cautiously steps into the room, axe at the ready per usual.
FauxPas75 |
As Marisan approaches the wet section of the room the puddle itself reaches out and attempts to slam into her (1d20 + 3 ⇒ (7) + 3 = 10 surprise to hit). The Ooze begins to move towards her after it misses its clumsy attack.
1d20 + 2 ⇒ (11) + 2 = 13 init
Round 1 Atk: 1d20 + 3 ⇒ (8) + 3 = 11 on Marisan - ac 6 to hit ooze
Harboth Redacre |
Huaaagrghh! Harboth shouts, in a curious mixture of alarm and fury.
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
When it is finally his turn, Harboth raises his axe and takes a mighty swing at the living sludge.
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d12 + 6 ⇒ (11) + 6 = 17
But he aims just a bit high (think Bob Uecker in Major League - see this@0:53 to refresh your recollection) and takes a chunk out of the wall.
Marisan |
Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Marisan jumps as the slime animates and attacks. While she has her trident in her right hand, she is unprepared for the sudden movement, and the... whatever it is... got in a second swipe before Marisan can grab her weapon with both hands and attempt a lunging stab.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Fedryn Mannorac |
Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Fedryn starts as the mould moves away and attacks Marisan. Moving quickly, he charges the ooze and attempts to hit it with his greataxe.
Greataxe, PA & charge: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, PA. 1d12 + 4 + 2 ⇒ (5) + 4 + 2 = 11
FauxPas75 |
Before the poor brainless ooze can register that it is outclassed it has collapsed into a true puddle of goo on the floor.
Roughly 10 feet from this new pile of goo is a doorway to another chamber. Or on the southwest wall appears to be the hallway that you first entered this ruins from.
Ooc: a search reveals nothing of note in this room.
FauxPas75 |
It takes a couple of strong shoulders to move the rotted door out of the way, and doing so disturbs the mold growing rampant on the other side. This cramped chamber stinks of something worse than rotten eggs. A black mildew covers the walls and the three doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away.
Harboth Redacre |
Harboth stands at the door, looking for signs of movement, scrolls, or shiny things. Perception: 1d20 + 8 ⇒ (17) + 8 = 25
He also eyeballs the mildew to see if it looks like anything particularly nasty. Knowledge(nature): 1d20 + 4 ⇒ (20) + 4 = 24
FauxPas75 |
It appears to be a very heavy infestation of common black mold. It'll make a person sick, but not likely to kill them.
Within the cells are remains of three prisoners—those unfortunate prisoners left here when Taliq Asad brought the fortress down around him. Now nothing but bones and tattered possessions remains.
The Tian ambassador who delivered the jade katana to Asad shortly before his demise rests in the cell closest to the prison’s exit. Among his remains is a letter of introduction written in Tian. The letter’s paper is brittle and browned with age. Its broken seal features a kirin flying amid three clouds. The letter introduces the ambassador as Xeng Li, and describes the gift to Taliq Asad—a jade katana, a representation of the Li family’s honor and its ties to House Asad.
Fairly sure Jubei reads Tain
Marisan |
If there is a room we didn't investigate early on, I think we would go back to the room with the slime and head south, right? Otherwise, I think we'd go back to where Maurit attacked us and continue exploring the exits off that room
FauxPas75 |
Looking into the cells takes little to no time, they were never meant for comfort and after the keeps collapse they were meant for nothing. Looking out the southern archway reveals the way into the ruins. You have made a complete circle. Heading down this path and past the door you had originally followed Maurit's down reveals a closed door that once again needs to be forced open. This is again an easy task for the large Harboth as the door gives to his strength. Looking into this room reveals:
This long, narrow room is choked with webbing. Within the webs are a number of what appear to be small, dead humanoids with dark, scaled skin, each wrapped in a cocoon of sticky webbing.
Elwyn Cintras |
Elwyn peers into the room. "What fate awaits us here?" as he looks up into the webbing. "I'm half tempted to set it all alight, I'd rather not get stuck in the web just to become somethings meal. But I dont like my treasure burnt. And if there is another trade agreement in here it would be lost, ready yourself, lest we share these other poor souls' fates."
Perception: 1d20 + 8 ⇒ (19) + 8 = 27