Burick
|
Burick looks around the room, using his detect evil (his only real detection means) to see if he can't feel anything out.
"Maybe it's just a locked storehouse with nothing in it?"
Dexter Gladstone
|
[b]Such a sophisticated lock and nothing here? I disbelieve.[b]
Dexter inspects the walls very closely....
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
| Jean-Pierre de Suis |
Jean-Pierre looks around the room hopefully...
Perception: 1d20 + 9 ⇒ (19) + 9 = 28.
...and if he finds nothing, will snort in wry amusement, and move over to the final room on the left.
Pontia Imperea
|
We did kill the creature the Tengu's were talking about, shouldn't we be back and inform them? Maybe the creature that agreed to come with us might know something about all this rooms
| Jean-Pierre de Suis |
Jean-Pierre shrugs.
"We can certainly do that - just let me check-out this room, first."
He then moves into the newly-revealed (and apparently thoroughly trashed) room, and searches it.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26.
| Jean-Pierre de Suis |
Jean-Pierre looks moderately bemused.
"Well, there is certainly not a short supply of doors in this place!"
He then steps forward (after taking the time to carefully check the tiny 'room' for traps = Perception 29), and opens the other door!
| GM Crash |
As soon as Jean-Pierre opens the door he sees a 5' wide corridor, blocked by skeleton wearing ancient-looking half-plate, and wielding a finely-crafted ranseur. It salutes Jean-Pierre, and then stabs at him...
Ranseur: 1d20 + 7 ⇒ (15) + 7 = 222d4 + 4 ⇒ (4, 2) + 4 = 10
...nearly skewering him!
Burick: 1d20 + 2 ⇒ (4) + 2 = 6
Dexter: 1d20 + 6 ⇒ (14) + 6 = 20
Jean-Pierre: 1d20 + 1 ⇒ (1) + 1 = 2
Pontia: 1d20 + 2 ⇒ (8) + 2 = 10
Marsk: 1d20 + 2 ⇒ (19) + 2 = 21
skeleton: 1d20 + 5 ⇒ (19) + 5 = 24
Round 1 [begins]
Skeleton, Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre
Dexter Gladstone
|
Dexter pulls out a flask of holy water, steps up 5 feet, and hurls the flask at the skeleton!
ranged touch attack, medium range: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Dexter curses his throw...
Grimor Hazd
|
"Hey Burick, I think this one's right down your alley. If you're not up to it however, let me charge 'im." says Grimor with a menacing grin. Grimor then raises his hands in his usual Dragon Stance and charges the creature blocking their way.
I wonder if skeletons explode...?
Dragon Charge Attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Dragon Charge Dmg: 1d6 + 6 ⇒ (1) + 6 = 7
Pontia Imperea
|
With all the people in this narrow corridor she barely can see her target. However, she takes carefully aim and casts Acid Splash
Range Touch Attack: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 81d3 + 1 ⇒ (2) + 1 = 3
Marsk
|
Marsk raises his holy symbol. "By Irori's might, may ye have strength t'fell this foul creature!"
Channel positive energy to heal everyone for 1d6 ⇒ 1.
Grimor Hazd
|
Apparently, Irori was asleep when you invoked his name for power...
-Posted with Wayfinder
| GM Crash |
Still a fair amount of health in the skeleton.
Round 1 (partial)
Skeleton attacks Jean-Pierre.
Marsk tries to heal the party.
Dexter splashes the skeleton a little with a vial of holy water.
Pontia sends an orb of acid over everyone's heads.
Grimor charges the skeleton.
Round 1
Skeleton (8 damage), Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre
Waiting on Jean-Pierre and Burick...
| GM Crash |
Round 1 (complete)
Skeleton attacks Jean-Pierre.
Marsk tries to heal the party.
Dexter splashes the skeleton a little with a vial of holy water.
Pontia sends an orb of acid over everyone's heads.
Burick delays.
Grimor charges the skeleton.
Jean-Pierre steps back into the spot that Grimor was in.
Round 2 (partial)
The skeleton steps back and strikes at Grimor. Ranseur: 1d20 + 7 ⇒ (10) + 7 = 172d4 + 4 ⇒ (1, 3) + 4 = 8
Skeleton (8 damage), Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre
Dexter Gladstone
|
In the tight corridor, Dexter has little choice other than firing his crossbow into the melee...
Xbow, melee, bless: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 81d8 ⇒ 1
Pontia Imperea
|
Desperate and not knowing how to help, Pontia decides to cast Grease on the skeleton ranseur Reflex save DC 15
Pontia Imperea
|
Duration is for a whole minute, that means he has to roll Reflex every turn to not drop the ranseur? Or did it finish already?
| Jean-Pierre de Suis |
Unfortunately, that is only true if he fails the initial save, and wants to pick the weapon back up again; otherwise, as per the spell description, it is 'Reflex negates'.
Jean-Pierre steps forward (so that he is closer to the cover than his target, thereby negating the penalty on attack rolls), drawing a flask of holy water as he does so, and throws it at the skeleton!
Holy Water (Ranged Touch): 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22, for 2d4 ⇒ (4, 4) = 8 damage.
| GM Crash |
Round 2 (partial)
The skeleton steps back and strikes at Grimor.
Dexter shoots the wall behind the skeleton.
Pontia tries to cast grease on the skeleton's weapon.
Jean-Pierre throws the holy water right on the skeleton's head. Don't you get a crit roll on that?
Skeleton (16 damage), Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre
| Jean-Pierre de Suis |
For some reason, I thought I couldn't crit with them; then I checked, then realised, I *can*; not that it will probably make a difference, though...
Crit Confirmation (touch): 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14, for 2d4 ⇒ (1, 2) = 3 *ADDITIONAL* damage.
| GM Crash |
Difference? How about this for a difference? :)
As the holy water drips all over the skeleton seems to start melting, some of the bones start falling off while the whole thing seems to collapse on itself. Combat over. :)
Looking around the party sees that there are seven alcoves arranged along
a 5-foot-wide corridor, with niches in the walls to hold the bodies of the deceased.
| Jean-Pierre de Suis |
Huh. That was a lot more effective than I was expecting!
Nodding in satisfaction, Jean-Pierre gingerly moves forward, and begins to explore the crypt.
'Take 20' Perception = 29.
| GM Crash |
Jean-Pierre finds 90 gp worth of valuable grave goods, the gear that the skeleton was wearing (which was a half-plate armor and a masterwork ranseur), as well as a rune above the door on the other end of the room.
| Jean-Pierre de Suis |
Jean-Pierre turns to the rest of the party.
"Can anyone use this equipment?"
He then stops to heal his wounds...
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
...before moving forward, to stare blankly at the symbol on the door.
"Anyone know what this means?"
Shrugging his shoulders, he then opens the door.
| Jean-Pierre de Suis |
Jean-Pierre stares at the statue for a moment, and then shrugs.
"Anyone recognise whom this is a statue of? I think it's odd that it was left blocking the exit from this room..."
He then carefully inspects the statue.
'Take 20' Perception = 29.
Pontia Imperea
|
Knowledge Arcana: 1d20 + 7 ⇒ (19) + 7 = 26
Pontia begins studying the rune on top of the door when Jean-Pierre opens and goes through, leaving the wizard with her mouth open, astonished.
Jean-Pierre! That was very silly of you! What if that rune was some kind of magic trap?
Knowledge History: 1d20 + 7 ⇒ (9) + 7 = 16
Once inside the room, she studies the statue meanwhile admonesting J-P and not letting him continue until she takes a good look. Unfortunately she doesn't recognise the image the statue represents.
[occ]I also cast Detect Magic in both the rune and the statue[/ooc]
| Jean-Pierre de Suis |
Jean-Pierre raises an eyebrow at Pontia.
"I did check for traps before opening the door..."
A few posts up, I 'took 20' on a search of the crypt. The GM did not mention finding a trap on the door, which is why I opened it ;-) I am now checking the statue out; I have not, yet, exited the crypt...
Dexter Gladstone
|
Dexter nods at Jean-Pierre and takes a close look. He retrieves a couple of tools from his bag and conveys as much confidence as he can muster...
Traps are one thing, but magical traps are another...
Disable device: 1d20 + 9 ⇒ (6) + 9 = 15
Disable device: 1d20 + 9 ⇒ (19) + 9 = 28
Disable device: 1d20 + 9 ⇒ (4) + 9 = 13
Disable device: 1d20 + 9 ⇒ (11) + 9 = 20
Disable device: 1d20 + 9 ⇒ (19) + 9 = 28
Dexter Gladstone
|
relex save: 1d20 + 6 ⇒ (4) + 6 = 10
Dexter winces in pain from the shock...he tries to hide his burns and, with tears in his eyes, he turns to the group and weakly manages
It's disarmed....
| Jean-Pierre de Suis |
"Why don't you double check that?"
Magical traps *can* have an automatic reset - let's make sure that it is gone. (If it isn't, that second roll of yours should be enough to get rid of it.)
| Jean-Pierre de Suis |
Can we now move the statue out of the way?
Jean-Pierre peers around the room, noting all of the other statues.
"I am going to go out on a limb, and suggest that we check all of the other statues for traps/secret doors... "