Pontia Imperea
|
It seems to me that they have plenty of adventurers to feed from - says Pontia while preparing her spell.
Acid Splash: 1d20 + 2 ⇒ (10) + 2 = 121d3 + 1 ⇒ (1) + 1 = 2
| GM Crash |
Round 1 (begins)
Pontia sends off an orb of acid and makes a direct hit with the snake.
Dexter tries to send off a bolt, but misses.
The snake strikes at Jean-Pierre again. Bite: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (2) + 1 = 3 plus poison, make a DC 11 Fort save.
Pontia, Dexter, Snake(2), Burick, Grimor, Marsk, Jean-Pierre
| Jean-Pierre de Suis |
Fort: 1d20 + 4 ⇒ (10) + 4 = 14.
Shrugging off the toxic effects of the snake's bite, Jean-Pierre takes another swing at it.
Earthbreaker: 1d20 + 4 ⇒ (19) + 4 = 23, for 2d6 + 6 ⇒ (6, 1) + 6 = 13 damage.
| GM Crash |
Round 1 (partial)
Pontia sends off an orb of acid and makes a direct hit with the snake.
Dexter tries to send off a bolt, but misses.
The snake strikes at Jean-Pierre again.
Currently there is only room for Jean-Pierre to melee attack, there is no room beyond the snake to get behind it. So Burick, Grimor, and Marsk have to attack around a corner.
Jean-Pierre makes a direct hit with his earthbreaker, but it looks like the snake actually was able to stand up to hit a little.
Pontia, Dexter, Snake(10), Burick, Grimor, Marsk, Jean-Pierre
Grimor Hazd
|
Grimor goes to the other side of JP and tries to punch in a hook around the corner!
Unarmed Attk: 1d20 + 5 ⇒ (11) + 5 = 16
Unarmed Dmg: 1d6 + 4 ⇒ (6) + 4 = 10
| Jean-Pierre de Suis |
If no-one else can get at it, at the end of my turn, I would have taken a 5' step to the side, to try and draw it out into the main room. That way, not only could someone else get at it, but we could even gain a flank on it :-)
Dexter Gladstone
|
I'll hold my action as necessary to get a clear shot. When I do...
Xbow, fire into melee: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 11d8 ⇒ 1
| GM Crash |
Ok, so most of the people are delaying until the snake comes out of the closet.
Round 1 (complete)
Pontia sends off an orb of acid and makes a direct hit with the snake.
Dexter tries to send off a bolt, but misses.
The snake strikes at Jean-Pierre again.
Burick delays.
Grimor strikes at the snake, but he misses.
Marsk delays.
Jean-Pierre makes a direct hit with his earthbreaker, but it looks like the snake actually was able to stand up to hit a little.
Round 2 (partial)
Pontia delays.
Dexter readies an action until after the snake moves.
The snake moves out of the coffin's room as Dexter's bolt goes flying over it's head. It then strikes at 1 is JP, 2 is Grimor: 1d2 ⇒ 2 Grimor. Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Pontia, Snake(10), Dexter, Burick, Grimor, Marsk, Jean-Pierre
| Jean-Pierre de Suis |
Nodding in satisfaction that the creature has taken the bait, Jean-Pierre takes another sledgehammer-like swing at the creature!
Earthbreaker: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20, for 2d6 + 6 ⇒ (1, 3) + 6 = 10 damage.
Marsk
|
"Grimor, have ye got this? If y'be wantin' my aid, tumble into the snake's hidey-hole and give me a crack at 'im."
| GM Crash |
!!! Lucky shot Jean-Pierre! Exactly the rolls that were needed, no more no less on both. :)
Jean-Pierre took a mighty swing once more at the snake and is finally able to smash it to pieces, nuts and bolts go flying.
Combat over!
Looking over the body, Jean-Pierre finds a set of bracers and grabs the medallion off of the body. Not wanting to tarry for long in the pit room, they take the items and run back out. As they are about to close the door behind them, the party hears a very loud hiss. Looking in the direction of the hiss they see a large snake skeleton with a fanged human skull. Marsk closes the door before the thing before it reaches them.
Looking at the items now, Pontia figures out that there is magic on them. After some examining, she figures out that they are bracers of armor +1 and a
While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, it may be commanded to bestow the effects of false life on the wearer—these effects end if the medallion is removed. Placed on the neck of a dead body, the Sihedron medallion preserves the body indefinitely with gentle repose.
| GM Crash |
The party then checks out the last area to find a door emblazoned with a strange seven-pointed star stands in the back of this alcove. Unlocking it, they find that inside is some stairs that go down, deeper into the ossuary. However, they are blocked by a landslide of rocks that cannot be cleared out. The party goes back to the tengu's and tells them that the rest of the ossuary has been cleared out and it is now safe. They thank the party and goes back out the tunnel that they came in through.
The party heads back to the stairs that go up over by Svilennius's lab area 26 and the party then climbs the stairs 60 ft up into a tiny chamber behind a secret door. While easily noticed by the party, a DC 30 Perception check is required from the other side. Opening the door, they realize that they have just entered the upper, active level of the ossuary. The party goes in search of cleric Nerissia.
"I trust you found out what was happening to the dead bodies?" After being told of Svilennius' experiments (but not about the fact that they let him go) she responds "Svilennius? I remember a cleric a few months back here that went by that name.. He was excommunicated due to his heretical experiments with undead but we had no idea he was still hanging around.
"For your part in this, here is the agreed upon sum for your work. Thank you for your diligence." She then dismisses the group.
The End!