Lōd Flaxseed
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Was that proximity damage for Lod or someone else? I think it must've been. I didn't realize I was next to two of them last time and only rolled damage for one. So Lod is at 4/12 HP I think. And since he's starting his turn next to two of them:
plasma: 2d6 ⇒ (4, 4) = 8
Lod falls unconscious at -4 HP with a Con of 12.
stabilize: 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14
Stable at -4. For now. Please don't explode them on me!
Caerwynn
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"Seriously, get back out of the way!" Caerwynn shouts at Meleren and Shechera. I want to drag Lod away but they're in the way. If they refuse to move, I'll do something else.
Taidus Raine
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I would have been 5' up. I don't know if I would have gotten an AOO though.
unarmed strike aoo: 1d20 + 4 ⇒ (7) + 4 = 11 for damage: 1d8 + 6 ⇒ (5) + 6 = 11
unarmed flurry: 1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (13) + 2 = 15 for damage: 1d8 + 6 ⇒ (1) + 6 = 71d8 + 6 ⇒ (4) + 6 = 10
| GM Fuzzfoot |
@Caerwynn - they will do you one better, and help you move Lod. Go ahead an position yourself, Lod and the two NPCs (who will move anywhere you tell them except right next to a skeleton.
@Taidus - If you have 10' reach, then you are right - no AoO because they only moved to within reach, but not again once in the zone. If they move up again, though, you will.
@Lod - you have it right.
Round 3 so far:
Lod falls, and Caerwynn and the others pull him to safety.
Taidus, who is quite large, starts pummeling the skeleton (which one - left or right?), and hits is so hard, it explodes. While he manages to pull away in time, poor Droghedor is doomed to take brunt of the damage.
Plasma explosion: 1d6 ⇒ 4 REF Save vs DC 11 for 1/2 damage.
Round 3: (Bold may act)
Skeletons
Xakon
Lod Flaxseed
Caerwynn
Meleren
Shechera
Taidus Raine
Droghedor
Korvan the Hunter
Korvan the Hunter
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Korvan will shoot another arrow at the skeleton...ATK: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6...DMG: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Xakon
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Round 3 action:
Xakon slings a bullet at skeleton not in melee.
sling: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
blunt dmg: 1d4 + 4 ⇒ (1) + 4 = 5
Are we supposed to roll relex saves DC 11 for half damage for plasma damage?.
Caerwynn
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Oh, awesome! In that case, I'll tell them to drag him back and delay my own actions until after Taidus. (Meleren steps into my square as a move, drags himself and Lod back as a standard, Shechera grabs Lod and grabs him out of my square as a standard.)
"Thank you!" Caerwynn says cheerfully, drawing a club (as a move action). She steps up next to Droghedor (free action) and takes a desperate swing with the branch (standard action).
Club @ Skeleton: 1d20 + 1 ⇒ (15) + 1 = 16 hurray, that might actually hit!
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
"Droghedor, get out of the way! You'll burn to death!"
Not sure if I take plasma damage now or later, just let me know.
Droghedor Coram
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DC 11 Refl save: 1d20 + 3 ⇒ (7) + 3 = 10
Droghedor, satisfied that his predictions came true, slumps over with a knowing smile.
DC 11 Con check: 1d20 + 2 ⇒ (18) + 2 = 20
Stable at -1.
| GM Fuzzfoot |
@Xakon: The REF save is only for half damage against the explosion, so it does not pertain to the damage from proximity.
@Caerwynn: no, the proximity damage takes place only at the start of your turn. In this case, you weren't close enough until you moved, so you were safe this turn.
As Droghedor falls, Caerwynn steps in and clubs the other skeleton into oblivion. Unfortunately, it also explodes upon impact, damaging Caewynn and the now unconscious Droghedor.
Plasma Explosion: 1d6 ⇒ 4 REF Save DC 11 for half.
Save vs Entangle: 1d20 + 3 ⇒ (12) + 3 = 15
The remaining skeleton avoids further entanglement.
Korvan shoots at the last skeleton, but misses.
The skeleton advances (double move in order to navigate the difficult terrain).
Round 4: (Bold may act)
Skeleton
Xakon
Lod Flaxseed
Meleren
Shechera
Taidus Raine
Caerwynn
Droghedor
Korvan the Hunter
Caerwynn
|
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4 FAIL
Plasma: 1d6 ⇒ 4
HP 6/14
"YOWTCH! That burns! Korvan, can you drag Droghedor out of the way?" Caerwynn steps ahead of the fallen dwarf, leaving a clear shot for Taidus. With a flick of her wrist, the vines in the next room disappear (dismiss as a free action). She raises her club high...
Readying to strike once Droghedor is out of the way.
...and brings it down on the skeleton!
Club @ Skeleton: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Korvan the Hunter
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Korvan grabs the fallen dwarf and drags him back to the corner if possible...
Taidus Raine
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unarmed flurry: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (18) + 2 = 20 for damage: 1d8 + 6 ⇒ (4) + 6 = 101d8 + 6 ⇒ (7) + 6 = 13
Taidus, upset that the skeletons are demolishing his teammates, takes it upon himself. He lashed out with two large fists, wanting to exact revenge for the fallen.
crit?: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 6 ⇒ (6) + 6 = 12
Xakon
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Xakon looks for any cure light wound potions his fallen allies possess and feeds it to them.
Damn the gods! I should have paid for a curative potion instead of these masterwork tools.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
| GM Fuzzfoot |
Taidus punches the last skeleton into oblivion, producing on last burst of plasma.
Caerwynn is the only one in the blast zone.
Plasma burst: 1d6 ⇒ 1 REF Save DC 11 for 1/2 damage.
Out of combat.
Xakon
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"Taidus, you saved us! Thank the gods!"
Xakon continues to look for curative items in either rooms to help revive the stable companions. He will also look for traps of any nature.
Trapfinding, T10: 10 + 11 = 21
Perception, T10: 10 + 10 = 20
Caerwynn
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Reflex: 1d20 + 2 ⇒ (3) + 2 = 5 nope! HP 5/14.
Still holding the scroll, Caerwynn ignores her own wounds and runs over to Lōd, casting the spell on him. CLW: 1d8 + 1 ⇒ (4) + 1 = 5 that should make you conscious, at least...
Lōd Flaxseed
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Lod sits up, barely conscious and covered in plasma burn marks. "Oh, that was bad. I could have called on Shelyn to help me smite one of them but I was waiting for one of them to show a greater strength than the others. I have learned my lesson. Do we have any more curing magic?"
I can't recall if we picked up any potions earlier but I know Lod did not take them.
| GM Fuzzfoot |
Xakon does not find anything of a restorative nature in this room or the previous one. To recap this room:
The monotony of red steel ends in this octagonal chamber. Red metal looms in the background, but is accented by gleaming chrome panels and tables set against every wall. A round table stands upon a plinth in the center of the room. Bronze and brass levers and dials occupy all these surfaces, along with flat bits of glass, some lit, some dark. Beyond the central table, a wide red metal pillar with a door in its southern face stretches from floor to ceiling. More doors open off the south, east, and west walls.
The skeletons had nothing of value, although each wore a metal gauntlet.
Suddenly, you hear a cacophonous sound, like giant gears grating against each other.
Xakon
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Xakon remembers to pick up his dropped longspear and sighs, "I want to leave this terrible place. Why must we die for empty (nothing)?"
Korvan the Hunter
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Korvan straddles over the body of the fallen dwarf with his bow out and knocked with an arrow in case of attack. If they party moves forward, Korvan will heft the dwarf over his shoulder until such time as he needs to place him on the ground to use his bow.
| GM Fuzzfoot |
You do not find any traps. The grinding sound stops.
Korvan the Hunter
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Korvan lays the dwarf down on one of the adjacent beds, then readies his bow to provide cover for the thief if need be. "Fear not little cousin, I shall not abandon you, just need to cover the thief."
| GM Fuzzfoot |
Unless I missed something, I am pretty much waiting for some direction as to where the party is headed next. There are 3 doors, or the way back out.
Caerwynn
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"Until we find some more curatives, I think we should head back. After all, we did claim the amulet. Why must we risk our lives further?"
Moving this back over to Gameplay.
Eager to leave this hellish cavern of unnatural architecture, Caerwynn is nevertheless unwilling to fail the test. "But... we're explorers! I'm sure this is part of the test too! We need to see what's here. We can give Valsin a right drubbing about trying to kill us when we get back."
Caerwynn
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"can we not go back, heal up, rest up and then come back here to finish?"
Moving this back to Gameplay again.
"And wait a week?! I definitely think that counts as failure! If you want to go back, go ahead. I'm going on." Note: we have not money to buy healing stuff.
| GM Fuzzfoot |
The sound came from behind you.
Meleren and Shechera listen to the discussion, and nod their heads when they hear talk of leaving. Shechera starts to lead the way, and then stops and cries out. "Where did the door out go?"
She points up the stairs, and you see where there used to be a door, it now just shows a smooth red metal wall.
The table is a truncated cone, 4 feet high, topped with a flat, dark glass plate. Its controls include a long, wide brass panel set with dozens of small wheels with letters upon their rims—these “read-outs” for the controls currently spell nothing but gibberish. In addition, a glowing crystal next to a lever blinks with amber light.
Xakon opens the north door, and reveals a small circular room. The interior wall has a keypad, numbered 0 through 9, next to a panel with an imprint of a five-fingered hand with fingers splayed.
Caerwynn
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Rule #4: Levers are put in dungeons so they can be pulled! =)
Oooh, shiny! Caerwynn thinks without thinking. She pulls the lever.
| GM Fuzzfoot |
The brass panel whirs to life, its letter wheels spinning and quickly producing a message.
Warning
Deployment carousel halted between positions. Carousel must be realigned to access exits from security sublevel.
Manual realignment systems: OFFLINE
Holographic interface apparatus not detected in vicinity.
last logged in monitor room to access atmospheric controls for atmospheric nullification.
Caerwynn
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*wonders where everybody went*
"Hmm, well this doesn't look good. This is a weird obstacle course! Maybe the 'holographic interface apparatus' will be in one of these rooms? Whatever that is."
Caerwynn checks the east door for traps Perception: 1d20 + 8 ⇒ (11) + 8 = 19 and opens it if she thinks it's safe.
Xakon
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I never seen this magic before. It is different and I do not like it."
Xakon will attempt to override the control panel and open the door.
disable device, if applicable: 1d20 + 9 ⇒ (6) + 9 = 15
| GM Fuzzfoot |
Xakon is playing with the panel on the door, and it seems to activate. You can see that there is a 10 digit display, and it appears that you need to enter a numeric code. (Or you can try another disable device check).
Caerwynn checks the east door for traps, and finding none, opens the door. Two shiny metal tables or beds stand across from one another in the center of this oval room, with metal restraints positioned at the head, foot, and middle of each table. Metal racks along the north and south walls hold assorted sharp-looking implements. A rounded hutch protrudes from the eastern wall. Another five-fingered hand-print panel is located on it.
Korvan the Hunter
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Korvan places the dwarf on one of the beds and then goes to inspect the remainder of the room...Perception: 1d20 + 11 ⇒ (3) + 11 = 14..."What is this?" he asks as he points to the hutch...he is from one of the Kellid tribes, they don't have hutches
Xakon
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Xakon will attempt to override the door panel until successful or something dire happens.
disable device: 1d20 + 9 ⇒ (16) + 9 = 25
| GM Fuzzfoot |
Korvan if familiar enough with containers that he can see the hutch probably can contain other items.
Xakon successfully bypassed the control panel, and the screen changes to a arrow pointing up, and a voice says "Touch the screen to confirm lift. Have a nice day!"
Lōd Flaxseed
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Back from my conference!
"Huh." Lod is confused by all the strange commands and prompts. "Wait! Xakon, I'll go with you. If we can both squeeze in, that is."
Caerwynn
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"Wait!" Caerwynn echoes, "it said something about 'up,' right? I think we should clear this level first, just as a practical matter. Xacon, can you see about getting us through that thing? There might be clues in there!" She points at the smooth metal hutch.
Xakon
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Xakon silently obeys Caerwynn and investigates the metal hutch for traps and attempts to open it. He leaves the talking screen alone for the time being.
Trapfinding, metal hutch: 1d20 + 11 ⇒ (6) + 11 = 17
Disable Device, if applicable: 1d20 + 9 ⇒ (19) + 9 = 28
| GM Fuzzfoot |
Xakon easily opens the hutch, and finds three vials of glowing blue liquid, and a wandlike device that contains a reservoir at one end and a small pad at the other.
Korvan the Hunter
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"Any of you skilled in spellcraft?"
Caerwynn
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"Hmmm, let me see..." Detect magic.
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17
Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16