Shirzon the Quarter |
Shirzon takes a look at her companions, realizing that they're in much worse shape than she. "Sorry, I didn't realize how worn down you all were. We've gone through a lot in the past couple hours. Let's take a rest. I'll take watch after Calden.
"As for those little guano rats, I'm with Korech on this one. We could try to take them out, but we'd be best off just not disturbing them at all. I can sneak ahead and see if the door's locked. Worst case, we still have my acid. Should melt a couple dozen of them at a time if it comes to that. Hey Angorat - er, Merephel," Shirzon says, correcting herself, "You got any magic that can help with that? Calden might be grumpy about magic, but we both know it's a nice way to hedge your bets," she says with a wink.
After we rest, I say the sneaky route is going to be best for the bats. Shirzon can go first to check the door for locks and traps. If so, she'll have her thieves' tools in one hand and a flask of acid in the other. This also seems like a good time for Merephel's bit of luck domain power to boost Stealth rolls!
Calden Tigg |
Calden gives in to the idea proposed by the two half-orcs. "I'm fine with trying the sneaky way. I was never bad at hunting rabbits, so I can move pretty softly when I want to. But you have to realize that me and Merephel can't see anything if we won't have some light with us. Merephel, can you heal us before we go in?"
Calden sticks close behind Shirzon, keeping one hand on her shoulder to guide him thought the room in the dark. Calm breaths, soft feet...
Stealth, Take 10: 10 + 7 = 17
Stealth, Take 10: 10 + 7 = 17
GM Giuseppe |
Once you've rested enough time for Merephel to recover her spells and the others to heal some wounds, Shirzon moves silently in the catacomb, trying to move past the hundreds of bats in the chamber without alerting them. Unfortunately, even though Shirzon is very silent, the bats still manage to hear her. As she passes under them, they begin swarming around in numbers.
---
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Bat swarm #1
- Bat swarm #2
- Korech
- Calden
- Merephel
______________________________________
I'm sorry the plan didn't work out well guys. The bats got some crazy rolls there. You now can still try to flee from the chamber if you want to, but you cannot swear the bats won't follow you. Merephel, please feel free to heal your companions before this scene takes place if you want to.
Everyone should feel free to post even if the bats comes before you in the initiative order as to speed things up.
As far as combat is concerned, you can suppose that your PC automatically knows how to fight a swarm (ie., he/she knows that swarms are immune to weapon damage and so on, as for swarm traits).
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Swarms possess the distraction universal monster rule. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
Roll20 Map updated.
I'll be posting again at 09:00 a.m. GMT+1 (01:00 a.m. for Korech, 12:00 p.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------------- STEALTH -------------
Shirzon: 1d20 + 8 ⇒ (13) + 8 = 21
Bats: 1d20 + 15 - 10 ⇒ (19) + 15 - 10 = 24
Bats: 1d20 + 15 - 10 ⇒ (4) + 15 - 10 = 9
Shirzon: 1d20 + 8 ⇒ (2) + 8 = 10
Bats: 1d20 + 15 - 10 ⇒ (4) + 15 - 10 = 9
Bats: 1d20 + 15 - 10 ⇒ (8) + 15 - 10 = 13
Korech: 1d20 + 7 ⇒ (18) + 7 = 25
Merephel: 1d20 - 3 ⇒ (8) - 3 = 5
Bats: 1d20 + 15 - 10 ⇒ (10) + 15 - 10 = 15
Bats: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22
Korech: 1d20 + 7 ⇒ (14) + 7 = 21
Merephel: 1d20 - 3 ⇒ (14) - 3 = 11
Bats: 1d20 + 15 - 10 ⇒ (3) + 15 - 10 = 8
Bats: 1d20 + 15 - 10 ⇒ (14) + 15 - 10 = 19
------------- INITIATIVE -------------
Calden: 1d20 + 2 ⇒ (11) + 2 = 13
Korech: 1d20 + 3 ⇒ (13) + 3 = 16
Merephel: 1d20 + 1 ⇒ (20) + 1 = 21
Shirzon: 1d20 + 4 ⇒ (1) + 4 = 5
Bat Swarm #1: 1d20 + 2 ⇒ (18) + 2 = 20
Bat Swarm #2: 1d20 + 2 ⇒ (16) + 2 = 18
Merephel Angorat |
Cure Light Wounds for Calden: 1d8 + 2 ⇒ (4) + 2 = 6
Cure Light Wounds for Korech: 1d8 + 2 ⇒ (4) + 2 = 6
Cure Light Wounds for Korech: 1d8 + 2 ⇒ (5) + 2 = 7
Channel Positive Energy: 1d6 ⇒ 5
Merephel uses 3 Cure Light Wounds, and one Channel Positive Energy for the party.
Merephel screeched when the bats started swarming about. She covered her hair and raced to stand with Shirzon. She laid her hands upon the woman, and blessed her gently.
Shirzon the Quarter |
=========
Round 1
=========
Shirzon chucks her acid at the closest swarm, then pulls her second flask out of her pocket as she sidles toward the door. "I'll distract them! Get to the door!"
Acid at Swarm #1: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 3
Standard action to throw, move action to pull out another acid, five foot step east.
Korech |
=========
Round 1
=========
"You light torch, I light my torch from yours!" calls Korech as he runs along, making a break for the hallway but not getting entirely away from the bats in case things go badly.
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
Shirzon hurls her flask of acid at the nearest bat swarm: unfortunately, she's not able to hit the creatures directly. Still, splashes of acid hits the hundreds of bats, partially damaging them.
---
Hundreds of bats swarms on Shirzon. The bats bite her flesh in multiple places, opening bleeding wounds*.
---
Korech is forced to pass through hundreds of bats to get in a safe position, but he manages to do so without being bitten.
---
Calden moves into the chamber and retrieves his torch, but he's forced to get into the are currently occupied by the bat swarm.
---
Merephel moves near Shirzon**.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Bat Swarm #1
- Bat Swarm #2
- Korech
- Calden
- Merephel
______________________________________
* Shirzon take 2 points of damage and she's bleeding (losing 1 hit point per round thereafter).
** Merephel, I did not quite understand what your action is. Please, try to use OOC code to specify your actions next time. You used 3 cure light wounds: which spells did you converted? What spell remains? Are you trying to cast bless on Shirzon? If so, please roll a concentration check, because you're forced to do so while you're in the swarm area.
Roll20 Map updated.
For those who cannot access Roll20: link to the current map.
I'll be posting again at 08:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet. Since acting before the swarms even if they come before you in the initiative order has created some confusione, I will wait until Shirzon posts and will then post myself soon thereafter so the Others can post.
------- BAT SWARMS' ATTACKS -------
Bat Swarm #1: 1d6 ⇒ 2
Bat Swarm #2: 1d6 ⇒ 4
-------- BAT SWARMS --------
Bat Swarm #1 - 12/13
Bat Swarm #2 - 13/13
Shirzon the Quarter |
=========
Round 2
=========
Correct me if I'm wrong, but I initially read that as Merephel using her bit of luck domain power?
Shirzon curses her stinging wounds, moving out of the swarm so she can see properly. She throws another flask of acid, hoping to remove more bats while the others get to the door.
Acid at Swarm #1: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 ⇒ 3
Moving two squares to the right into the corner, throw acid at bottom left corner of swarm #1
GM Giuseppe |
Correct me if I'm wrong, but I initially read that as Merephel using her bit of luck domain power?
Yes, she explained it in the Discussion Thread. My bad (even though it would have been easier to me if that was declared in the gameplay thread). You can assume Merephel has used her bit of luck domain power on you, Shirzon (since no Concentration should be involved, as far as I know).
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
This time Shirzon is able to hit direcly a lot of bats: the subsequent acid explosion kills many bats in a cacophony of screeches.
---
Calden and Merephel find themselves in the middle of hundres of screeching bats. They get bitten several times, and their wounds seem to be constantly bleeding*.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Bat Swarm #1
- Bat Swarm #2
- Korech
- Calden
- Merephel
______________________________________
* Calden takes 6 points of damage and he's bleeding (losing 1 hit point per round thereafter). Merephel takes 1 point of damage and she's bleeding (losing 1 hit point per round thereafter)
Roll20 Map updated.
For those who cannot access Roll20: link to the current map.
I'll be posting again at 08:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet. Shirzon, if you could manage, it would be great if you post again after your companions have acted.
------- BAT SWARMS' ATTACKS -------
Bat Swarm #1: 1d6 ⇒ 6
Bat Swarm #2: 1d6 ⇒ 1
-------- BAT SWARMS --------
Bat Swarm #1 - 8/13
Bat Swarm #2 - 9/13
Merephel Angorat |
My apologizes for not making that clear. I'll post it in the gameplay next time, for sure! I used all my spells that I can convert, leaving me with my domain spell of True Trike being the only one still prepared.
=============
Round Two
=============
Merphel's eyes open wide, and she starts batting at her hair, and waving her arms all around.
"Shirzon! Can you get the door open?"
She looks on the verge of panic.
Merephel goes full defensive, swatting the bats away in an attempt to buy time until the door is opened.
Korech |
Korech rushes over to the door, trying to yank it open. If it does not open, he throws himself against it.
Break (if needed): 1d20 + 3 ⇒ (5) + 3 = 8
Calden Tigg |
======
Round 2
======
Calden takes a step back, flailing with the unlit torch to ward off the bats from his face at least. He grabs a tindertwig from his backpack, strikes it against the wall and light the torch. "Never figured they would come in this handy, Shirzon!" he says cheerfully despite the circumstances.
Holding the torch in front of him, Calden tries to hold back the bats in the small corridor. "Go, I'll hold them off..."
5' step, move action to retrieve the tindertwig, standard action to light the torch.
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
Korech rushes over the door and finds that the door is not locked. As a consequence, he's able to simply push it and it swings open.
---
Merephel uses the opportunity to put some distance between herself and the screeching bats. The Kassenite girl darts through the chamber and gets past Korech, finally arriving in another room beyond the door.
---
Calden, considering that Korech has opened the door, what would you like to do? Would you perform your declared action or would you change it and run away from this chamber instead?
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Bat Swarm #1
- Bat Swarm #2
- Korech
- Calden
- Merephel
______________________________________
Roll20 Map updated!
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
Calden successfully runs away from the chamber, positioning himself near to Merephel in the chamber beyond the door opened by Korech.
______________________________________
Roll20 Map updated!
Calden Tigg |
"Gah, those bats leave nasty cuts." Calden looks back the way he came, waiting for Shirzon and Korech to make it out so they can close the door. He wipes a forearm across his brow to wipe away some blood.
"I don't like the look of that room, by the way. It has to be another trap..."
Merephel Angorat |
Going to keep it in initiative, just in case.
======================
Round 2
======================
"I'm afraid it just might be. Now, please give me your arm, so that I can fix your cuts!"
She spoke quickly, with a bossy tone, as she pulled out bandages from her bag. She quickly wrapped the cuts on Calden's forehead and arms.
Merephel is using the Heal skill to try to stop the bleeding.
Heal Check: 1d20 + 4 ⇒ (20) + 4 = 24
Wow, Merephel really does know her stuff!
Shirzon the Quarter |
=========
Round 3
=========
Shirzon darts down the corridor and through the now open door. "Good job with the door, Korech! Now get over here and close the damn thing before those bats come after us!"
Double move through the door
GM Giuseppe |
With a sigh of relief, Korech finds out that the bats doesn't seem to be eager to chase you. The half-orc can easily close the door*.
---
The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.
______________________________________
* Please take note of any bleeding damage you may have taken this round. Merephel, you have as long as you like to cast healing spells, channel energy or make Heal checks to stop your or your companions' bleeding. Please take note that an Heal check requires a standard action, so if you plan on stop the bleeding using your Heal skill, you need to spend some round to accomplish that and you still need to roll the proper skill check in order to successfully stop the bleeding.
Roll20 Map updated!
I need to know what you're going to do now. Who's going first? How are you moving through the bridge?
I'll be posting again at 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
Merephel Angorat |
Not to worry, I am going to channel now that we are all together!
Channel Positive Energy: 1d6 ⇒ 1
Merephel chants quickly, and bathes the party in a now-familiar glow of positive energy.
"Now, anyone still hurt?"
She turned toward the statues.
"Also, now they have shields and spears? What is that supposed to mean?"
I vote we explore the chasm a little, and when we are ready to go across, do so one at a time. And that we use rope to catch them if they fall; probably wrapped around them a few times.
Shirzon the Quarter |
Tenderly touching some scratch marks on her face and wiping the little bit of blood on her skirt, Shirzon answers, "I'll be all right for now, I think...
"I dunno what the symbolism is supposed to be, but statutes have tended to be bad news for us so far," Shirzon observes, frowning at the stone guardians. "If you tie a rope around me, I can sniff around for traps, hopefully without getting too close to those spears and without plummeting into that chasm. I get the feeling there aren't going to be pillows at the bottom of this one." She starts looking over the bridge, checking for pressure plates, trip wires, and the like.
If no one objects, Shirzon will go first with a rope tired around her waist while the others hold it. She'll carefully take 20 looking for traps for a total of 29.
Does the chasm look like it was intentionally built here, or does it look like a result of whatever caused the damage to the ceiling?
GM Giuseppe |
The chasm looks like it was intentionally built here.
Shirzon discovers a pressure plate on the bridge floor: the first 5 feet are safe, but the next 10 feet have a big pressure plate on them. You can now understand what the chasm was built for!
Shirzon the Quarter |
Shirzon takes off her pack and places her heavier weapons against the northern wall so she can move more freely.
If I drop my backpack and my heavier weapons, I can be back under my light load weight.
With a firmly tied safety line, Shirzon gets out her thieves' tools and sets to work on the pressure plate, trying to disable its mechanism so she doesn't have to figure out what it does the hard way.
Disable Device: 1d20 + 9 ⇒ (14) + 9 = 23
Korech |
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Korech slams the door shut and leans against it, his eyes wide.
"Bats... not like bats..." he takes a moment to calm down before he takes in the room and the pressure plate. Sighing, he pulls out his bow once more, stowing his torch.
"Hate this place. Traps. Bats. Deaders. Magic fountain only work once."
Sighing miserably, he keeps his bow up while Shirzon works, his back still firmly pressed against the closed door.
Calden Tigg |
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Calden takes the rope from Shirzon, firmly planting his feet to make sure he can hold her should she fall. "I know, Korech," he says sympathetically. "It was supposed to be a challenge of sorts, but we got a lot more than we bargained for. And we have no idea how much bigger this Crypt is. We just have to stay strong."
He thinks about the teachings of Irori. "We have to be confident in ourselves. Look at all the obstacles we've overcome already, think about what we have achieved. More than we could have hoped for, before we started this Quest... With belief in ourselves, we can persevere. I am sure of it."
GM Giuseppe |
Shirzon shows all of her proficiency with traps and the like: she indeed manages to successfully disarm the pressure plate trap in her first attempt, avoiding to trigger the trap in the process. She realizes that the trap was somehow related to the two statues standing before the brass doors.
---
Shirzon moves forward through the bridge, just in case there’s another trap to detect and disarm. Luckily enough, it seems like the pressure plate trap was the only threat in this chamber. Shirzon successfully reaches the other side of the bridge, and trusting her trap sense you follow her through the bridge, joining her on the other side with relative ease.
---
Once you’ve reached the other side of the stone bridge, a set of grand brass double doors stands before you. Calden is he who dares opening the doors, revealing a vast crypt beyond.
---
The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.
---
Each of you immediately identifies the girl lying unconscious beside the coffin as Dimira, Roldare’s sister. She’s deeply wounded and appears to be very worn out, but she’s still alive. Kassen’s sarcophagus is open, and the lid is lying next to it. As Calden enters the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb. The joy in having found Dimira gets abruptly overshadowed by a sense of creeping terror.
«So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate!»
With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets*.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Korech
- Merephel
- Foe
- Skeletons
- Calden
______________________________________
* You can see a picture of this vile being on our Pinterest Gallery. For those who cannot access it, here a link!
Alright, this is it ladies and gentleman! You have overcome many dangers and defeated many enemies, disarmed trap and solved puzzles, and now you’re here confronting the boss of this module. Best of luck everyone!
Roll20 Map updated!
Pinterest gallery updated!
You gain 150 XP for having successfully overcome the trap in the previous chamber.
I'll be posting again at 8:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------------- INITIATIVE -------------
Calden: 1d20 + 2 ⇒ (1) + 2 = 3
Korech: 1d20 + 3 ⇒ (17) + 3 = 20
Merephel: 1d20 + 1 ⇒ (18) + 1 = 19
Shirzon: 1d20 + 4 ⇒ (17) + 4 = 21
Asar: 1d20 + 6 ⇒ (11) + 6 = 17
Skeletons: 1d20 + 6 ⇒ (5) + 6 = 11
Korech |
=========
Round 1
=========
Korech's eyes go wide as he spies the enormous skeletal champion. He inhales deeply, also privately annoyed that his bow is useless once again against this creature. Keeping his bow in his off hand he heads forwards, yanking out his mace as he moves before stopping short of the skeleton, beckoning it to come forwards.
Move 30', draw mace while moving, and then standard to ready an attack.
Shirzon the Quarter |
=========
Round 1
=========
Prescription: 1d20 + 7 ⇒ (15) + 7 = 22
"So, one of them learned how to talk," Shirzon quips, although her posturing is betrayed by her chattering teeth and the white knuckle grip on her maces. Her ears perk up, and she adds, "We're not alone. Sounds like there's more of them to the east and west. Don't rush ahead and get ambushed."
With that, Shirzon stares the sword-wielding skeleton in its burning eyes, obviously shaken. But she slowly smirks, knowing she has a trick up her sleeve, then pulls a vial out of her pocket. She drinks it and disappears.
Move and standard to draw and drink my potion of invisibility.
Merephel Angorat |
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge:Religion: 1d20 + 5 ⇒ (4) + 5 = 9
"Skeletons can't speak...so why can he? There is something different about that one, to be sure. Stay on guard!"
Merephel draws her spear, looking at it reluctantly.
"I guess it'll have to do..." She mutters.
She begins a chant, and says a quick prayer.
Merephel casts True Strike on herself. Good luck everyone!
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
The skeletal champion moves forward to engagé Korech in melee, wielding his ornated longsword. As soon as the speaking skeleton comes near, Korech hits it with his mace, significatively damaging its old bones. One moment after, the skeletal champion tries to disarm Korech of his useful mace hitting his wrist with its blade while maintaing a defensive stance. Luckily, Korech manages to pull back his arm before the skeletal champion could hit it.
---
Suddenly, four skeleton rush into the chamber, two from each side of the crypt, quickly surrounding Korech.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Korech
- Merephel
- Foe
- Skeletons
- Calden
______________________________________
Roll20 Map updated!
I'll be posting again at 12:00 p.m. GMT+1 (04:00 p.m. for Korech, 03:00 p.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ KORECH'S ATTACK -----
Mace Attack: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Mace Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
------ ASAR'S ATTACKS -----
Disarm Combat Maneuver: 1d20 + 7 ⇒ (5) + 7 = 12
Calden Tigg |
======
Round 1
======
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Knowledge religion: 1d20 + 4 ⇒ (20) + 4 = 24
Calden immediately recognizes Dimira, and his heart seems to skip a couple of beats. She's still alive though. The actions of the others bring him back in the moment.
"Meph," says Calden flatly, trying not to sound annoyed, "you know that spear won't do any good. Here." He tosses her his quarterstaff, before dashing off down the stairs. "Watch out, Korech! That's no ordinary skeleton." He skips a couple of flights on the stairs, leaping from the second-to-last with his fist forward.
Drop quarterstaff as free action. Unarmed charge attack on #3.
Attack: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
AC 13 this round.
Shirzon the Quarter |
=========
Round 2
=========
Shirzon makes her way down the stairs. She considers trying to get around behind the talking skeleton, but there were a lot of them around Korech...
Knowing that Korech could use some help, she moves up behind him, then suddenly appears again as she swings her mace at the skeleton to his side.
Light mace vs #1 flat-footed, invisible: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage, sneak attack: 1d6 + 1d6 ⇒ (3) + (2) = 5
Moving 4 squares directly south to behind Korech, attack on skeleton #1
Korech |
=========
Round 2
=========
Korech suddenly looks very worried as he is overrun by skeletons. As Shizron appears beside him, he nods once, and steps back, swinging out hard at the skeletal champion before he moves.
Attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
"RRAAHHH! Die now deader! You no curse this place!"
Attack champion, then 5' step back.
Merephel Angorat |
==========
Round 1
==========
Merephel picks up Calden's dropped quarterstaff, and moves into the melee to assist.
"Great job guys! Keep it up, Korech!"
Move to pick up the weapon, move to be in the square just north of skeleton #1. True Strike in effect until the end of this turn, so it really only applies if something provokes.
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
Calden charges one of the skeletons, and he manages to destroy hit with a single, powerful punch.
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
Shirzon suddenly appears again and destroys another skeleton with her mace while Merephel approaches her companions. In the meantime, Korech is able to hit the skeletal champion again!
---
The skeletal champion moves forward and attacks Korech together with another skeleton. The other skeleton attacks Calden instead. The skeletal champion is wielding his longsword with both its hand and prepares for a powerful blow against the half-orc. Unfortunately, the skeletal champion is surprisingly powerful and accurate. Its hit almost pierces Korech’s heart*.
---
Luckily, the other skeleton are inaccurate and are not able to hit neither Korech nor Calden.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Korech
- Merephel
- Foe
- Skeletons
- Calden
* Korech takes 16 points of damage!
Roll20 Map updated!
I'll be posting again at 12:00 p.m. GMT+1 (04:00 p.m. for Korech, 03:00 p.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ ASAR'S ATTACKS -----
+1 Longsword Power Attack: 1d20 + 7 ⇒ (19) + 7 = 26
+1 Longsword Power Attack Damage: 1d8 + 9 ⇒ (7) + 9 = 16
+1 Longsword Critical Confirmation: 1d20 + 7 ⇒ (3) + 7 = 10
+1 Longsword Critical Damage: 1d8 + 9 ⇒ (8) + 9 = 17
------ SKELETONS ATTACKS -----
#2 Claw Attack: 1d20 + 2 ⇒ (1) + 2 = 3
#2 Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
#2 Claw Attack: 1d20 + 2 ⇒ (3) + 2 = 5
#2 Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
#4 Claw Attack: 1d20 + 2 ⇒ (2) + 2 = 4
#4 Claw Damage: 1d4 + 2 ⇒ (1) + 2 = 3
#4 Claw Attack: 1d20 + 2 ⇒ (3) + 2 = 5
#4 Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Merephel Angorat |
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Round 2
=======================
I think this is the safest route. If we can get rid of another skeleton or two, it will help with taking down the champion. I'll cast True Strike again sometime! It is a domain spell.
Merephel raised her holy symbol high, and bathed the area in a divine radiance. It extended to cover the skeletons, and she was visibly holding her breathe.
She Turns Undead. Will Save DC is 13.
Korech |
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Round 2
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Korech staggers backwards, almost astonished as he is run through by the longsword. He looks down for a moment before he resolutely presses into combat, smashing down with his mace.
Attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Standard to smash skeletal champion once more.
Shirzon the Quarter |
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Round 3
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Suddenly face to face with the skeletal champion, as Korech's hot blood splashes on her cheek, Shirzon is very tempted to run. But she steels her nerves in the face of the evil in front of her, brow narrowing in anger. "Back off from my friend!" she shouts add she swings wildly with her weapons.
Light mace vs champion, TWF: 1d20 + 3 ⇒ (8) + 3 = 11
Light mace vs champion, TWF: 1d20 + 3 ⇒ (10) + 3 = 13
Calden Tigg |
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Round 2
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Calden holds in his breath when he watches the undead's sword pierce Korech, almost to the heart. Seeing that the half-orc is still standing and attacking, Calden throw in his attacks against the champion as well. He shifts his weight to his left leg while he pivots, throws up his right leg and kicks twice at the undead's ribcage.
Unarmed Flurry of Blows at the champion. Calden would use Stunning Fist on the first attack (to which the undead is immune).
Attack 1: 1d20 + 3 ⇒ (8) + 3 = 11
Damage 1: 1d6 + 3 ⇒ (5) + 3 = 8
Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage 2: 1d6 + 3 ⇒ (6) + 3 = 9
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
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The skeletal champion easily dodges Calden's unarmed attacks with unnerving agility.
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
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The skeletal champion then parries both of Shirzon's attacks with his ornated longsword, but her attacks allows Korech to strike back at the undead and catch it by surprise. The half-orc hits the skeletal champion again.
---
In the meantime, Merephel uses again her divine power to make the skeletons flee, but unfortunately this time her ability doesn't prove very useful: all of the skeletons, including the skeletal champion, resist to her divine energy!
---
The skeletal champion, seeing Korech deeply wounded and having had a clear proof of the half-orc's skills at fighting undeads, tries to take Korech out. It does so in such a way that it also keeps its defenses high while it attacks. The skeletal champion must have been a skilled swordsman in its previous life, judging by its accuracy with its longsword: Korech gets hit again, and once again only in the very last second he's able to avoid that the skeletal champion's sword pierces through his heart*. Korech falls unconscious, badly wounded, as the skeletal champions breaks into an eerie laughter. «This time no one will stop me!», he says with its unnerving, grim voice.
---
The other skeletons attack Shirzon and Calden. One of them, the one attacking Shirzon, moves forward, its skeletal feet leaning on Korech's unconcious body. By the way, this skeleton's strikes against Shirzon are inaccurate and the half orc manages to avoid one of them and parry the other. The skeleton attacking Calden is much more accurate, and even though the young Kassenite is able to avoid its first blow, he gets hit by the second attack**.
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---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Korech
- Merephel
- Foe
- Skeletons
- Calden
* Korech takes 10 points of damage! Korech please adjust your vital stats accordingly, without forgetting to add the damage from the skeletal champion's previous attack.
* Calden takes 5 points of damage!
Roll20 Map updated!
Today I have my home game, so I won't be able to post at 08:00 p.m. as usual. Thus, I'll be posting again at 12:00 p.m. GMT+1 (04:00 p.m. for Korech, 03:00 p.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ WILL SAVE VS TURN UNDEAD -----
Asar: 1d20 + 6 ⇒ (19) + 6 = 25
#2: 1d20 + 2 ⇒ (20) + 2 = 22
#4: 1d20 + 2 ⇒ (17) + 2 = 19
------ ASAR'S ATTACKS -----
+1 Longsword (Combat Expertise): 1d20 + 7 ⇒ (20) + 7 = 27
+1 Longsword (Combat Expertise) Damage: 1d8 + 5 ⇒ (5) + 5 = 10
+1 Longsword Critical Confirmation: 1d20 + 7 ⇒ (7) + 7 = 14
+1 Longsword Critical Damage: 1d8 + 9 ⇒ (4) + 9 = 13
------ SKELETONS ATTACKS -----
#2 Claw Attack: 1d20 + 2 ⇒ (2) + 2 = 4
#2 Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5
#2 Claw Attack: 1d20 + 2 ⇒ (5) + 2 = 7
#2 Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
#4 Claw Attack: 1d20 + 2 ⇒ (2) + 2 = 4
#4 Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5
#4 Claw Attack: 1d20 + 2 ⇒ (14) + 2 = 16
#4 Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Korech |
After one last good swing, Korech collapses to the ground from another blow, bleeding to death rapidly.
Calden Tigg |
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Round 3
========
Calden notices Korech go down to another slash from the corner of his eye, but he doesn't dare take his focus away from the undead that assault him. See, you took your guard down! "Hold, don't let them surround us!"
He debates for a split second whether to lunge for the champion, trying to wrestle him to the ground and prevent him from striking out with his sword. Too dangerous, my left flank will be wide open... Instead, he tries to deal with the lesser threats first.* The undead's words unnerve him, though, and start him thinking. Did he come from Kassen's tomb? Curiosity makes him reply, anger straining his voice. "What do you mean, stop you? Are you Kassen's skeleton, or what?"
* Flurry of Blows unarmed, at #4. At the champion if #4 dies from the first attack.
Attack 1: 1d20 + 3 ⇒ (9) + 3 = 12
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6
Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage 2: 1d6 + 3 ⇒ (2) + 3 = 5
Shirzon the Quarter |
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Round 4
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Shirzon curses as Korech goes down, snarling at the skeleton. She looks for an opening in the wall of bone in front of her, then tries to duck through past one of the weaker ones.
Acrobatics to move THROUGH the square of skeleton #2: 1d20 + 6 ⇒ (15) + 6 = 21
If successful:
Shirzon then stands opposite Calden, and uses the surprise of getting past the skeletons to smack at the gloating skeleton's exposed bones under its armor.
Light mace vs champion, flanking: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Move action to move through the square of the western skeleton and into flanking with Calden. Then a big whiff against the boss.
Merephel Angorat |
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Round 3
===================
Merephel shrieks as Korech falls, and raises her holy symbol aloft. She Channels Positive Energy, healing the group as fast as she can.
Channel Positive Energy: 1d6 ⇒ 2
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
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Unfortunately, perhaps distracted by Korech’s current status, Calden misses the skeleton in front of him with both of his blows.
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 4
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Shirzon too misses the skeletal champions, while Merephel heals her companions.
---
The skeletal champions breaks into an eerie laughter again: «His same blood flows into your veins…I can smell it! DIE!!!», shouts the speaking skeleton before attacking Calden with his longsword, covered in Korech’s blood. His strike is violent, and almost knocks down Calden. At the same time, one of the skeletons attacks Calden too, hitting him twice*. The Kassenite falls, a deep wound in his neck spilling out blood.
---
Another skeleton attacks Merephel and hits her twice**.
---
«Calden! No!» suddenly shouts a feminine voice.
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---- INITIATIVE ORDER ----
--------------------------------
- Shirzon
- Korech
- Merephel
- Foe
- Skeletons
- Calden
* Calden takes 6 points of damage from the skeletal champion and 11 points of damage from the standard skeleton! He need to attempt a Con check next turn to stabilize.
** Merephel takes 7 points of damage!
Ouch! That was bad! Come on guys, you can still do it!
Roll20 Map updated!
I'll be posting again at 10:00 a.m. GMT+1 (03:00 a.m. for Korech, 02:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ ASAR'S ATTACKS -----
+1 Longsword (Combat Expertise): 1d20 + 7 ⇒ (12) + 7 = 19
+1 Longsword Damage: 1d8 + 11 ⇒ (1) + 11 = 12
------ SKELETONS ATTACKS -----
#2 Claw Attack: 1d20 + 2 ⇒ (18) + 2 = 20
#2 Claw Damage: 1d4 + 2 ⇒ (1) + 2 = 3
#2 Claw Attack: 1d20 + 2 ⇒ (17) + 2 = 19
#2 Claw Damage: 1d4 + 2 ⇒ (2) + 2 = 4
#4 Claw Attack: 1d20 + 2 ⇒ (13) + 2 = 15
#4 Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
#4 Claw Attack: 1d20 + 2 ⇒ (13) + 2 = 15
#4 Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Merephel Angorat |
======================
Round 4
======================
Merephel Channels Energy again, and heals her companions once more. She reaches down and tries to lift Korech up, her arms under his, in preparation to drag him from the room.
Channel Positive Energy: 1d6 ⇒ 3
Basically Merephel is spending a move action to prepare to move Korech next turn, which I presume is a standard action.
Korech |
The blast of energy prevents Korech from bleeding out, although he still remains down and unresponsive.
Shirzon the Quarter |
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Round 5
=========
Shirzon flails wildly, obviously desperate to take out the armored skeleton
Light Mace, TWF: 1d20 + 3 ⇒ (3) + 3 = 6
Light Mace, TWF: 1d20 + 3 ⇒ (11) + 3 = 14
Unsuccessful, she takes a step back to put some distance between her and the evil creature.