Petronicus Krupt |
Hearing Milo's comment, Petronicus throws his most withering glare at the tiefling. He then walks over to the corridor heading south and waits for the others to join him, incensed that he's had to have things explained to him by a mere halfling.
GM BrOp |
Carefully moving forward, the party finds the that corridor to the south continues on for about 15' feet, before a corridor to the right branches off. That corridor soon opens into a larger room of some kind farther to the west, while ahead (to the south) is a room that looks like it once had some utilitarian use.
Quintus Valdemar |
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Quintus admires the workmanship of the statue for a few moments before getting ready to travel on following along with Um'Bala.
GM BrOp |
Which way do you want to go: to the larger room to the west or the utilitarian room to the south?
Milo Bandersnatch |
"Sounds like a good approach to me!", Milo responds to the wizard.
GM BrOp |
The group moves ahead to the south and enters a chamber that opens out in a wide half circle. Giant brick ovens have been built into the curved wall to the left, and fire pits outfitted with multiple spits for roasting are set nearby. The room contains one exit to the west, located on the far side of the room.
At first glance, it appears to be empty except for the general debris found throughout this level.
BTW, when you first enter a room or area, I give a description of it as if everyone had taken 10 on a Perception check from the square where you first come in. That's what I'm referring to as "at first glance". After this, you can specifically search parts of the room (making your own Perception checks), or do a general "Take 20" on every 5'x5' square of the room, but that takes time: 2 minutes per square divided by 6 (the number of people in the party). If you want to do that kind of search, just let me know. I'll assume a Perception check roll of 28, which is 20 + the average Perception modifier of the party.
GM BrOp |
Continued form previous post:
So for instance, this room is big and has 72 5'x5' squares. For the entire party to Take 20 on the whole room would take 72 x 2 minutes / 6 = 24 minutes.
GM BrOp |
Can you also add a sweep of detect magic when come to a new room? Unless there's an imminent fight, I'd definitely do that every time, so it's just saving some time.
Totally makes sense. I'll assume a casting across the whole room if there is not an immediate threat. Note that the spell description lists various materials that block the spell, however.
Um'bala |
Sounds good, thanks!
"Looks like a kitchen," Um'bala says upon glancing into the room. "You could probably feed a small army with these ovens and spits. I suppose that makes sense, Alaznist was very militant, especially against the Claimer. I don't see anything magical in here, though, so this might just be empty. Still..." He heads over towards the ovens, examining them for anything out of the ordinary.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
GM BrOp |
The ovens and spits look like they were cleaned out a long time ago. All that remains is dust. Nobody has used this kitchen in a very, very long time.
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Milo Bandersnatch |
Milo take the room, which given his own size is even more impressive, "One would think that there would be a pantry or pantries of some sort connected to a kitchen. Maybe over there?", he suggests pointing to where it seems most likely that such things might be and moving in that direction -- though not moving too far beyond where the party is. Let us not be foolhardy!, he thinks to himself.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
GM BrOp |
Milo doesn't see any unusual doors, walls, or pantries. As he walks to the far end of the room, however, he gets a better view of the corridor to the west. It seems to continue for 40 feet and then end in a door. Two other doors branch off along it to the north and south.
Petronicus Krupt |
Petronicus moves up behind the halfling, holding out his guisarme in a protective fashion.
He nods to the doors down the hallway. "Perhaps those are your pantries down there."
-Posted with Wayfinder
GM BrOp |
In order to move things along ...
After some brief investigations, both the small chambers to the north and the south along the corridor seem to have once been store rooms of some kind. Anything of value, along with most of the doors that once hung from hinges, rotted away a long time ago.
The doorway heading further west, however, is made of stone, and is quite in tact.
GM BrOp |
The door seems to be made of stone that has not seen much deterioration, like most of the other stonework in this remarkable structure. If the other doors you have opened are any example, this one should be well balanced and swing on hidden internal hinges.
Nothing can be heard coming from the far side of the door.
Milo Bandersnatch |
Milo knows little about mechanical things or stone carving or wood working, so he watches quietly letting those more knowledgeable in figuring out how to make the door work do their thing.
Um'bala |
"Doesn't appear to be magically reinforced," Um'bala says as Mach performs a more mundane search of the portal. "If it's this secure, then there might be intact artifacts beyond. I think we should check it out."
Petronicus Krupt |
Petronicus grows impatient as the rest of the party dithers around examining what to him is just a normal door.
"Oh for the Horned One's sake," he mutters, striding over to the door and pulling it open with a big heave.
The lights of the group illuminate a dark chamber where ancient shelves hold only the dust of whatever foodstuffs were once stored here. In the alcoves to the south, iron hooks for hanging game and other meats dangle from the ceiling.
Two breastplate-armored skeletons holding heavy metal shields stand at attention in the middle of the room. Seeing Petronicus, they draw their ancient longswords, slamming them against their shields, shaking loose millennia of dust.
"Oh, f*$* ..."
INITIATIVE
Mach: 1d20 + 3 ⇒ (3) + 3 = 6
Milo: 1d20 + 3 ⇒ (14) + 3 = 17
Petronicus: 1d20 + 2 ⇒ (11) + 2 = 13
Quintus: 1d20 + 6 ⇒ (17) + 6 = 23
Standing Bear: 1d20 + 3 ⇒ (20) + 3 = 23
Um’Bala: 1d20 + 2 ⇒ (18) + 2 = 20
Skeletons: 1d20 + 5 ⇒ (17) + 5 = 22
No surprise round. Quintus and Standing Bear are up followed by the skellies, then the rest of the party.
Um'bala |
Will save due to Spooked Drawback, DC 15 + Cha mod: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge (religion): 1d20 + 10 ⇒ (18) + 10 = 28
Um'bala's eyes widen as he sees the advancing skeletons, and he recognizes their threat immediately. "Ch-ch-champions!", he says, his voice quaking with fear. "They're more dangerous than normal skeletons, so be careful!"
Quintus Valdemar |
Quintus hearing Um'Bala call them skeletons pulls out his club and tosses it towards Mach. "Catch Mach that should work on them I think!"
GM BrOp |
Standing Bear moves into the room, carefully maneuvering around the skeletons until he sees an opportunity to strike.
Earthbreaker attack: 1d20 + 7 ⇒ (3) + 7 = 10, Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11
The large weapon is a bit clumsy in these close environs, however, and the skeleton blocks the swing with its shield.
GM roll: 1d4 ⇒ 2
The skeleton pivots and maneuvers until it has its back against the wall. It lunges at the Shoanti, but the large man sidesteps the cut.
Longsword on SB: 1d20 + 6 ⇒ (8) + 6 = 14,Damage: 1d8 + 5 ⇒ (4) + 5 = 9
The other skeletons moves forward to strike at Mach, giving him a nasty cut to his upper arm.
Longsword on Mach: 1d20 + 6 ⇒ (15) + 6 = 21, hits flat-footed AC. Damage: 1d8 + 5 ⇒ (5) + 5 = 10
THE PARTY IS UP!
Petronicus Krupt |
This is turning into a right clusterf@*$ ...
Seeing that his polearm will not be terribly effective against these creatures, Petronicus moves forward, dropping his guisarme and pulling his silver warhammer from its back sheathe.
Attack on normal skeleton: 1d20 + 6 ⇒ (14) + 6 = 20, hit!Damage: 1d8 + 4 ⇒ (3) + 4 = 7
"Any idea where we should hit them, Um'bala?"
As Petronicus' hammer crunches against the creature's chest, he mutters: "Well, that seems to work, at least."
Milo Bandersnatch |
Ah! Thanks for the note, GM. So, a Tumble rather than an Attack or Manuever. I think I'll try that.
With Petonicus's move Milo hustles up and then attempts to Tumble by the blue skeleton in an effort to flank the creature.
Tumble: 1d20 + 11 ⇒ (6) + 11 = 17
GM BrOp |
Milo, I would suggest that you also move around the skeleton to stand on the opposite side from Mach. Such a maneuver is known as a tumble and you make it by making an Acrobatics check vs. the skeleton's CMD. since you have a +11 on that check and 30' of movement, that shouldn't be much of a problem for you. The worst that will happen is that the creature will get a free attack of opportunity against you. Since you'll also be flanking then, you'll additionally get a +2 on your trip check.
Quintus Valdemar |
Quintus heads over next to Mach while pulling out his dagger hoping to distract the skeleton to aid his friend.
Taking the aid another action to help out Mach with a +2 to his next attack.
Attack versus AC 10: 1d20 - 1 ⇒ (17) - 1 = 16 Success so Mach gets a +2 on his next attack.
GM BrOp |
Just to move things along here ...
Milo has enough movement to move and still make an attack: Milo trip + flank: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11, failure
Milo attempts to bring down the skeleton, but the creature is too fast for him and counters his attack with a well-placed shield block.
Mach, having just sustained a nasty cut from the skeleton in front of him, is unwilling to draw another, and simply stabs at the undead with his less-than-ideal weapons. He slashes at the skeleton with a mighty blow, breaking numerous bones in its ribcage.
Mach full attacks: Short sword+flank+Quintus: 1d20 + 4 + 2 + 2 ⇒ (15) + 4 + 2 + 2 = 23, hit! Damage: 1d6 + 1 + 1 + 1d6 ⇒ (6) + 1 + 1 + (6) = 14,Dagger + flank: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20, miss
Unwilling to draw the enemy's ire, Um'bala steps back and fires a telekinetic bolt at the nearest skeleton. His missile hits the already weakened skeleton full in the head, knocking its head clean off! The creature loses all integrity and falls apart in a clatter of dry bones and ancient armor. Ranged touch: 1d20 + 3 ⇒ (18) + 3 = 21, hit!Damage: 1d4 + 1 ⇒ (3) + 1 = 4 First skeleton goes down!
Across the room, Standing Bear is happy to have a bit of maneuver room. He leaps to the side, opening up the standing skeleton's flank for his compatriots. Such considerations prove unnecessary, however, as the Shoanti lands a devastating blow on the undead creature, shattering it into countless pieces.
Earthbreaker attack: 1d20 + 7 ⇒ (20) + 7 = 27,Crit confirm: 1d20 + 7 ⇒ (15) + 7 = 22, crit confirms!, Damage: 6d6 + 18 ⇒ (1, 3, 3, 6, 1, 3) + 18 = 35
Combat is over. Mach was the only one hit for 10 hp of damage.
Petronicus Krupt |
Can everyone please figure out if their current hp? Petronicus is currently at 26 out of 31 from the fight with the spiders and could use some healing from the wand of cure light wounds..
Milo Bandersnatch |
Current HP is 21 of 22
When the first skeleton falls Milo rushes to help Standing Bear as he charges in aggressively he comes flourishing his staff and yelling, "Hey, bony! Bony! Bony one!!!!"
Aid Another: 1d20 + 3 ⇒ (3) + 3 = 6
Well, that appears to have been futile. Had it worked Standing Bear would've gained +4 to attack or AC.
Petronicus Krupt |
Petronicus gives Milo a strange look as he rushes over to the destroyed undead.
"Uh, I think he's out of the fight, Bandersnatch. Good effort, though."
He then chuckles to himself and replaces the warhammer to the holster on his back.
Milo Bandersnatch |
I misread your post and the second skeleton was still on the map.... Doh! Well, it justifies the bad roll.
As he shouts out his final 'Boney!' Milo realizes that the skeleton he was charging had fallen. Petronicus's mocking comment makes him feel even more foolish, but he takes it with his next breath. If nothing else the Chelaxian is consistent.
He gives Standing Bear an apologetic smile and leaning on his staff takes out a handkerchief to wipe his forehead.
Petronicus Krupt |
Appraise: 1d20 + 1 ⇒ (14) + 1 = 15
Petronicus takes a look at the weapons and armor, wiping the dust from them.
"There seems to be some interesting design work done here on these breastplates. They might fetch a good price with an antique dealer, but I sure as Hells don't want to cart them around with us. Seems we could just leave them here and pick them up when we are heading back into town. Unless the big Shoanti wants to carry them. Eh, Standing Bear?"
He looks back at Standing Bear. "That was some nice blow you made with your hammer. Those things were tough."
Quintus Valdemar |
Quintus takes a few moments to catch his breath not used to having to actually help out in a fight without just waving his hands and saying some words.
GM BrOp |
Standing Bear moves over to Mach and taps him twice with the healing wand after replacing his massive weapon to its back holster. He then walks over to Petronicus and reluctantly taps him as well
11 hp healed on Mach, 5 on Petronicus, 3 charges spent, 32 charges remaining on the wand.
Petronicus Krupt |
Petronicus dusts himself off and picks up his polearm again, walking over to the only entrance to the room.
"I'll just stand over here and keep a look out, make sure we don't get ambushed by Clickylegs, whatever that creature is. You guys can search or whatever."
GM BrOp |
Mach finds nothing but empty shelves and meat hooks, indicating that this was once used as a pantry for the nearby kitchen.
Milo Bandersnatch |
Does this search include the two side rooms as well or is it just the bigger room in which we fought the skeletons?
GM BrOp |
Does this search include the two side rooms as well or is it just the bigger room in which we fought the skeletons?
Since Mach did not specify, I assumed it was just the big room where you fought the skeletons.