Guido Sansone |
Guido moves to where he can see when they enter the room, but can't be seen from the hallway. He plans to 5' step and full attack something just inside the doorway.
GM BPChocobo TK1 |
Sue and Guido take up positions.
Horgrym launches a sling bullet into one of the zombies, but it lands it a thud inside its rotten flesh and doesn't faze the creature.
The wight waits behind the zombies, delaying to move after them. The zombies charge towards Ringmaster and Sue (single action 30' charge).. but Ringmaster has a trick prepared for them!
Z1 Reflex save: 1d20 ⇒ 3
Z2 Reflex save: 1d20 ⇒ 18
The first one lands on its face as the ground is covered in grease, the other one stays up and continues to charge Sue, but can't reach her now.
Guido, you may full attack the tripped zombie after your 5' step (can't edit map right now).
The wight still moves behind, taking its time to reach the living prey behind his zombie shields.
Amarthethel, you may charge Z2.
Sue Basilbottom |
Sue will tumble up to the corner getting a defensive flank on the zombie and positioning herself for best defense against the wight.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
Fight Defensively: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 16 Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Probably doesn't break DR.
Sue summersaults into position, kicking at the zombie as she she moves below landing on one foot and gesturing for the wight to 'bring it.'
Amarthecthel |
Charge, +1 mwk cold iron longsword[: 1d20 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 91d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10'
Amarthecthel moves up and trips over his shoelaces.
Guido Sansone |
Guido will step up and put a couple good kicks into the fallen zombie.
Flurry: 1d20 + 5 ⇒ (8) + 5 = 13
Flurry: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
GM BPChocobo TK1 |
@Ringmaster: The positions and icons are good, thanks :) Also, the bug's bite does indeed hit and wound the zombie!
@Sue: You kick the zombie in the head as you leap past it; the head spins around in a circle and the zombie does not look wounded in the slightest.
@Amarthecthel: Your strike does indeed miss.
@Guido: You kick the fallen zombie twice; the first blow barely registers, but the second one does leave a mark.
@Llathander: As an option in case you don't recall, you can use Channel Energy to harm undead :)
Round 2 begins!
Horgrym |
Horgrym drops his ineffectual sling and draws his greatsword, slashing at the nearby zombie with all of his might.
Power Attack: 1d20 + 5 ⇒ (15) + 5 = 201d10 + 7 ⇒ (5) + 7 = 12
Sue Basilbottom |
Sue readies to strike the wight defensively, while still providing a flank for the zombie.
Attack: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
Current AC block includes fighting defensively. Please subtract 3 if say the zombie attacks be before the wight moves up.
GM BPChocobo TK1 |
@Sue: You strike at the zombie, keeping it's attention to you.
@Horgrym: With a single blow, Horgrym cleaves the zombie in half and it falls to the ground motionless Nice hit! Z2 is destroyed!
Making wight's action assuming Guido cannot kill it on one round if he tried :P
Wight acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13
The wight steps around the corner, treading carefully on the greasy floor, and moves to strike the gnome!
Wight slam @ Sue: 1d20 + 4 ⇒ (14) + 4 = 18
Damage on hit: 1d4 + 1 ⇒ (1) + 1 = 2
The wight nearly strikes her head, but Sue's hand darts up and pulls the arm forward and past her body safely.
@Ringmaster: The firebug goes right for the zombie neck, tearing away rotted flesh.
GM BPChocobo TK1 |
@Ringmaster:
Wight Reflex vs DC 18 Web: 1d20 + 2 ⇒ (7) + 2 = 9
Zombie 1 Reflex vs DC 18 Web: 1d20 ⇒ 11
Covered in sticky webbing, both undead are now stuck grappling the gooey fibers!
This will only affect Amarthecthel's attack roll for this round, but next round everyone can enjoy the webbed target fun!
Sue Basilbottom |
"Finish off those zombies and start throwing things at the wight, I'm gonna try and keep it pinned here."
Defensive Attack: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Amarthecthel |
The elf warrior is happy to take Sue's suggestion.
Full attack, with shocking grasp
Concentration check, casting defensively (DC 17): 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
+1 cold iron masterwork longsword: 1d20 + 5 + 1 - 2 ⇒ (9) + 5 + 1 - 2 = 131d6 + 2 ⇒ (6) + 2 = 8
+1 cold iron masterwork longsword plus spell: 1d20 + 5 + 1 - 2 ⇒ (12) + 5 + 1 - 2 = 161d6 + 2 ⇒ (1) + 2 = 32d6 ⇒ (2, 2) = 4
Bleah. So, unless a 13 hits, that's two misses. Plus an AoO
GM BPChocobo TK1 |
@Amarthecthel: Actually, the shocking grasp goes off; the wight is grappled in webbing and cannot make attacks of opportunities! I'll keep your attack rolls... and because the wight is "grappled" by web, both attacks hit! BOOM! Also, as a minor note, failing to cast defensively doesn't provoke an AoO, just makes you lose the spell (and its action).
The elf more than happily listens to the gnome's advise and cuts the wight twice with his rapier, the first one inducing an electrifying burst that releases the scent of cooked flesh into the air.
Wight is still "alive", but not happy!
Botting Guido
Guido continues to curb stomp the fallen zombie.
Guido Flurry 1 @ Z1: 1d20 + 3 ⇒ (14) + 3 = 17
Damage on hit: 1d6 + 4 ⇒ (4) + 4 = 8
Guido Flurry 2 @ Z1: 1d20 + 3 ⇒ (17) + 3 = 20
Damage on hit: 1d6 + 4 ⇒ (5) + 4 = 9
With two more bashes with his mighty foot, the zombie's head is crushed, splattering decaying brain tissue as it barely moves.
Note, Ringmaster, this means your summon will deal the final damage to kill the zombie!
@Llathander:
Wight Will: 1d20 + 5 ⇒ (11) + 5 = 16
The burst of holy light barely fazes the abomination as it looks to much easier prey.
Round 2 recap:
Sue goes defensive, tries to get wight's attention.
Llathander channels energy, wounding all of the undead.
Guido curb stomps a zombie.
Horgrym cuts the other zombie in half.
Ringmaster entangles the wight in sticky webbing. Bug bites and finishes off zombie.
Amarthecthel rips into the zombie twice including an additional jolt of electricity.
Round 2: Finish the thing!
Horgrym |
Horgrym takes a five foot step up towards the wight and puts his entire weight into an attack, his rotund belly sloshing as his hips follow through on the swing.
Power Attack: 1d20 + 5 ⇒ (8) + 5 = 131d10 + 7 ⇒ (5) + 7 = 12
Sue Basilbottom |
Sue takes another defensive swing at the wight.
Attack: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
GM BPChocobo TK1 |
@Sue: Your blow once again fails to land, paying more attention to not getting hit than actually striking the wight.
@Horgrym: With a mighty cleave, you go two for two, splitting the wight's head open.
"Curse you halfling!...." are its final words as it falls to the ground immobile.
Combat over! And once again the wight fails to hit anyone :P
The Ringmaster |
After it kills the zombie, the celestial bug looks at the Ringmaster.
The Ringmaster : "What do you expect? A compliment? You finally manage to hit something, but only after it fell down and was in a web and was severly hurt by the others. Anything could have killed it! Now you are just a kill stealer!"
Dismiss the Web
Dismiss the Grease
Sue Basilbottom |
"Well done everybody, let us leave the darkness of this room and see what the wight was guarding."
Amarthecthel |
Amarthecthel regards the Ringmaster and his help. "Nicely done," he says. The elf takes a moment to clean his blade before proceeding on forward.
GM BPChocobo TK1 |
Heading into the next room, you are greeted with a large stone dais in this chamber that supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew.
A single passageway heads east from an exit to the south.
Accursed Halls 1 map updated.
Horgrym |
Horgrym nods at the Ringmaster as they enter the next room. "That web and slippery stuff was nice! Much better than being eaten by a zombie." He looks from the ancient warrior on the sarcophagus to the wight, looking for a resemblance.
GM BPChocobo TK1 |
@Horgrym: There's not much of a resemblance; worse off for your theory, the crack in the opening is not large enough for a man, or man-sized undead to squeeze through. Looking inside, there is a mummified corpse still in the stone tomb. However, you do note that the wight body does have an exquisitely made silver ring with a family crest engraved upon it.
Amarthecthel |
Did we recover anything of value from the undead? Search their bodies for loot?
Ninja'd!
Let's make sure we search them and take any valuables, -then- move into the sarcophagus room, searching carefully as we go.
GM BPChocobo TK1 |
@Amarthecthel: Horgrym beat you to it. The only thing of value, unless you have a thing for rotten organs, was the ring.
Also, give me a Perception check for the sarcophagus room if you wish to search for anything else :)
Horgrym |
Horgrym looks around too after admiring the ring, searching and looking for more examples of the crest.
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
GM BPChocobo TK1 |
@Horgrym: No signs of the crest are anywhere within the room.
GM BPChocobo TK1 |
@Sue and Llathander: Neither of you spot anything of note, other than the tomb is incredibly old and is at least worth documenting in your notes.
GM BPChocobo TK1 |
With that, only the passageway ahead offers immediate new adventure!
Sue Basilbottom |
Sue balances on her other foot for a change for a moment before continuing forward.
GM BPChocobo TK1 |
@Amarthecthel: Horgrym has peered inside, but that's it. If you wish to open the sarcophagus, you may, although it'll take about 5 minutes on your own minus a minute for each person aiding.
GM BPChocobo TK1 |
Level 1 map is updated, although will wait on description of the next room depending on responses.
GM BPChocobo TK1 |
Over the course of the next minute or two (assuming someone will assist), the remains of what appears to have been a large man in rusted metal armor. At his side are a pair of equally rusted swords that must have been here for several hundred years to get to this state of oxidation.