
Cole Hale, Servant of Asmodeus |

I think Hel implied the Amulet room. I'm off tomorrow going out of town for the weekend. I won't be posting again until monday after today. Thanks.

Hel_Blackfist |

Sorry for not posting -- RL screwballness, and brain fizzing.
Ideally, I'd like us (and by us I mean the botted Willow) to figure out if the amulet room is trapped, and if so, in what way; it might be something we could use to our advantage, and it's definitely something we need to know so that we can avoid it. As well, we'd want to see if we can't set up so that the 'drowned men that walk' -- and I am still waiting on the results of my KS: Religion roll in regards to deducing what they might be, and thus what their strengths/weaknesses are -- have to come at us one at a time. That might mean spiking the door in a specific position (if any of us have spikes -- I know I don't) or something.
As I am still uncertain about the rules about where you can attack from, I'm going to rely on the rest of y'all to set us up. I think you can sort of attack across a corner, which would mean we'd set up with two of these things in the doorway, and four of us in a straight line 'capping' it; if I'm wrong, then it'd be two of them out one square from the doorway, and the six of us in the arc around them. Like I said, I'm not totally set with the rules, so I'm leaning on my fellow players for that.
So: room exam, identity information, and attempting to set up a 'one-at-a-time' approach.

GM Phntm888 |

You've never heard of drowned men that walk, so can't be sure what they are, apart from knowing they're some kind of undead.
Sorry - a 9 doesn't get you much. I'll let you roll Knowledge (local), albeit at a higher DC, to see if you've heard any stories that may give you an idea of what they are.
Willow takes her time going over the room, finding that the bottom step is actually a pressure plate set to trigger a massive stone ball to roll down the stairs and across the room, knocking down all in its path.
Unfortunately, the secret door leading into the hallway is all of one piece, and cannot be rigged to take the enemies on one at a time.
I have positioned everyone where I think they would go on the Battle Map, given that Cole has a longspear as a reach weapon. Go ahead and position yourselves otherwise, if you want.

Hel_Blackfist |

Hmmm. I'd like to get that center column out of the way; by preference, and I've already rearranged at least several of us on the map, I'd like to have Willow ready to trigger the trap and use it against the DMtW; I've already positioned myself and Lutor out of the way of the (presumably 10' wide) boulder, and put Willow in position to trigger the trap. If we can move the pillar and use it to trigger the trap (by tipping it over onto the side of the bottom step pressure plate), even better. Wesh, Sir Gallen, and Cole step to the side, the DMtW step forward to follow them, Willow triggers the trap, and the boulder rolls right into the things -- and hopefully into the passage, to squish any others. Or we could trigger it early, when they're approaching, and see if we can't get them inside the passage entirely.
Thoughts, suggestions, revisions?

Lutor Messa |

I like the plan. Does anyone have preferences for whom Lutor enlarges? Or for where he drops grease, if not right in front of our front line?

Wesh Meloi |


Lutor Messa |

Fair point on chasing. Lutor can hold off on Grease until enemies make it past a certain point, so that their easy retreat is cut off.

GM Phntm888 |

The plinth was what the fake amulet was sitting on. I need a DC 15 Strength check to move it, and it will be the same check to push it onto the step and use it to trigger the trap.
If the stone rolls into the hallway, it will create a bottlneck that forces human-sized creatures to have to squeeze in order to get past it. If the drowned men are human-sized, it would be advantageous to you. However, you would then have to squeeze in order to continue advancing through the Nine Lessons.

Hel_Blackfist |

Heh.
Hel explains her suggestion to the other four, then with bow in hand, moves over to the waist-high column. Pushing at the base with her foot, she scowls when the object utterly ignores her. "Hm. Might need some help moving this."

Wesh Meloi |

Wesh walks over to the plinth. He cracks his knuckles and stretches his arms a bit before bending over to pick up the plinth.
It takes him several tries, but eventually the fighter gets a good enough grip on the plinth and lifts it from the ground.
Wesh carries the plinth over to where they plan to spring their trap. He puts it down right next to the step that will trigger the boulder and waits till the others are ready.
Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5
Strength Check: 1d20 + 4 ⇒ (2) + 4 = 6
Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16

Hel_Blackfist |

Add in leaving a torch or lantern at the very far end of the hallway -- at the corner, where we can see it from the stairs, and therefore see the DMtW when they come around the corner -- and that'll do it.

GM Phntm888 |

With everything set to go, you attempt to mimic a shriek, like you think the shrieker would make. Cole, in particular, seems to do an excellent job. After several moments, coming around the corner of the hallway are six clearly undead creatures, each carrying wicked-looking axes, and dripping water from their sodden forms.
Hel, and anyone else, you may attempt a second Knowledge (religion) roll to see if you can figure out what they are now that you can see them.
Wesh Init: 1d20 + 6 ⇒ (2) + 6 = 8
Lutor Init: 1d20 + 4 ⇒ (17) + 4 = 21
Hel Init: 1d20 + 0 ⇒ (3) + 0 = 3
Gallen Init: 1d20 + 4 ⇒ (5) + 4 = 9
Cole Init: 1d20 + 6 ⇒ (5) + 6 = 11
?? Init: 1d20 + 0 ⇒ (16) + 0 = 16
Initiative Order
Lutor
Undead
Cole
Gallen
Wesh
Hel
Willow
Lutor is up for Round 1! The undead are 30 feet from the secret door into the amulet room. Remember, it is a DC 15 Strength check to knock the plinth onto the step.

Lutor Messa |

Would it be okay to have cast mage armour as part of Lutor's preparations?
Knowing that while he is unlikely to be able to knock the plinth, the undead are approaching too swiftly for the others to react.
Elven reflexes are needed once again., he silently chuckles, as he rushes forward to knock the plinth.
Strength + Charge?: 1d20 + 0 ⇒ (19) + 0 = 19 +?
Oh, that went well!
Knowledge Religion: 1d20 + 10 ⇒ (8) + 10 = 18

Hel_Blackfist |

Pausing for undead identification:
KS: Religion: 1d20 + 8 ⇒ (18) + 8 = 26

GM Phntm888 |

Sure, Mage armor is allowed, Lutor.
These are a type of undead called draugr. They are corpses animated from the bodies of sailors who died at sea, particularly in areas of powerful necromantic energy.
A draugr's sodden skin allows it to better ignore fire-based attacks. Piercing weapons, such as spears and arrows, are also less effective against them.
A draugr's weapons and body are covered in filth that produces nausea when it damages a living creature.
You can read all spoilers of your roll or lower.
Round 1
Knowing that while he is unlikely to be able to knock the plinth, the undead are approaching too swiftly for the others to react. Elven reflexes are needed once again, he silently chuckles, as he rushes forward to knock the plinth. He slams into it, hard, and knocks it over onto the step. There is a click, and a thump, and 10-foot wide, heavy spiked ball rolls down the stairs, crushing the plinth and straight through to the door. Gallen and Cole, being in its path, find themselves desperately needing to dodge out of the way!
Gallen and Cole need to give me DC 20 Reflex saves or take Damage: 3d6 ⇒ (2, 5, 3) = 10 damage from the trap.
The draugr advance up the hallway slowly, their feet shackled such that it takes them time to advance. The reach the ball, but the bottleneck has worked - only one can attack at a time, and they must squeeze to enter the room!
Initiative Order
Lutor
Undead
Cole
Gallen
Wesh
Hel
Willow
The party is up! Lutor can take his round 2 action, everyone else Round 1. The red draugr is squeezing, taking an AC penalty.

Cole Hale, Servant of Asmodeus |

Well that was dumb of us to be in the path.
Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Round 1
Barely conscious Cole retreats back and cast a healing spell.
CLW: 1d8 + 2 ⇒ (7) + 2 = 9

Wesh Meloi |

Wesh nods in respect to Lutor at the elf's show of strength.
The fighter adjusts his grip on his greatsword as he moves toward the first zombie in line for killing.
He swing at it once he nears.
Greatsword Attack: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22
Damage: 2d6 + 6 + 3 ⇒ (2, 5) + 6 + 3 = 16 (Power Attacking)

Hel_Blackfist |

Yeah, that's ... not what was intended, and the rules of 'you lay and spring an ambush' clearly need to be discussed -- or at least made clear to us on the GM's specifications, regarding the map and everything -- but later. 'Not dead yet', so ... ;)
Whack: Striking around the corner, so the draugr gets cover of some sort; I'll leave it to the GM to sort that one out, whether it's +4 AC or just +2.
Sansetsukon: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d20 + 1 ⇒ (1) + 1 = 2
Realizing what the things are once they come around the corner, Hel rolls her eyes upwards, then retreats back into the room, setting aside her bow and extracting her sansetsukon once more. As everyone closes in on the draugr, she does as well, to either thump or help the group's two bruisers do thumping. "Cole, keep that wand handy," she suggests.

Sir Gallen |

Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19
Gallen is just a second too slow in getting out of the way. He gritted his teeth as the taste of blood filled his mouth but held his position and struck out at the Draugr but the pain made it hard to strike at the figure. "Draugr, fire is useless against them. Stick to blunt or slashing weapons, thrusting weapons like spears and piercing arrows are of little use."
Power Attack with Scimitar: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

GM Phntm888 |

I assumed, given the planning time, everyone had moved their tokens to their desired location for the start of the ambush. If not, I apologize, but I really did think it was settled. Next time I'll make sure to ask if everyone's positioned themselves on the map before I start it.
Round 1
Barely conscious Cole retreats back and cast a healing spell. Many of his injuries heal from the effective healing magic.
Gallen is just a second too slow in getting out of the way. He gritted his teeth as the taste of blood filled his mouth but held his position and struck out at the Draugr but the pain made it hard to strike at the figure. "Draugr, fire is useless against them. Stick to blunt or slashing weapons, thrusting weapons like spears and piercing arrows are of little use." His attack missed wide.
Wesh nods in respect to Lutor at the elf's show of strength. The fighter adjusts his grip on his greatsword as he moves toward the first zombie in line for killing. He swings at it once he nears. The greatsword strikes true, carving a huge gash in the sodden thing, but not finishing it.
Realizing what the things are once they come around the corner, Hel rolls her eyes upwards, then retreats back into the room, setting aside her bow and extracting her sansetsukon once more. As everyone closes in on the draugr, she does as well, to either thump or help the group's two bruisers do thumping. "Cole, keep that wand handy," she suggests. She thumps the first draugr, although not very hard.
Willow, having neither a useful weapon for attacking them nor space to aid the thumpers in attacking remains where she is, waiting in case she's needed.
End of Round 1. Waiting for Lutor to post Round 2.

Lutor Messa |

Lutor turns, draws his cold iron dagger, and advances.
Rays of frost and crossbow bolts will do very little. Maybe he can assist another to strike...

GM Phntm888 |

Round 2
Lutor turns, draws his cold iron dagger, and advances. Rays of frost and crossbow bolts will do very little. Maybe he can assist another to strike.
The lead draugr, unable to advance further into the room, takes a swipe at Wesh, who attacked it.
Greataxe: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d12 + 4 ⇒ (11) + 4 = 15
It hits Wesh hard, a powerful gashing blow. Wesh, take 15 damage and give me a DC 12 Fortitude save or be nauseated for 1 round.
The other draugr shuffle behind the front one, unable to close with the living.
Initiative Order
Lutor
Undead
Cole
Gallen
Wesh
Hel
Willow
The party is up! Lutor for Round 3, everyone else Round 2.
Red Draugr - 12/30

Sir Gallen |

Gallen just focused on the enemy before him. Breaking formation would ruin any semblance of a plan and doom them.
Power Attack with Scimitar Vs Red: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Cole Hale, Servant of Asmodeus |

Round 2
Cole draws the wand and heals Wesh from the vicious blow.
CLW on Wesh: 1d8 + 1 ⇒ (4) + 1 = 5
So begins the dance :) hope I can keep the front line guys up.

Lutor Messa |

Lutor's blade flashes, to distract the Draugr.
Aid another to attack, Gallen: 1d20 + 1 ⇒ (20) + 1 = 21

Wesh Meloi |

Fort Save: 1d20 + 7 ⇒ (13) + 7 = 20
Wesh grunts as he takes the blow. He can't afford to show fear or doubt. They've made their plan, backing out now won't help anything.
He nods gratefully to Cole for the inquisitor's healing before slashing at the draugr again.
Greatsword Attack: 1d20 + 8 - 1 + 3 ⇒ (12) + 8 - 1 + 3 = 22 Using 3 Stamina points
Damage: 2d6 + 6 + 3 ⇒ (1, 4) + 6 + 3 = 14 (Power Attacking)

Hel_Blackfist |

Meanwhile, since I believe Wesh and Sir Gallen have slaughtered the first one, Hel will be holding her action, then when the next draugr starts to come through, she will act to disarm it, like so:
Disarmament: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Hel grimaces as the draugr manages to slash its axe across Wesh's body, then quickly critiques what the 'back three' are doing. "Change of direction," she announces quickly. "Reverend Cole, please turn the wand over to Willow, get your longspear into this -- you may not do any real damage, but you can exert some control over these draugr, pin them and let Sir Gallen or Master Meloi execute them. Willow, be ready with the wand -- I know it isn't as easy for you to use it as it is for Cole, but I know you have a knack for making them work a good portion of the time. Master Lutor, you are better with your ice cantrip than with your dagger, and it will work on these things; every little bit helps. Just aim carefully."
And turning back, she waits for a moment, then swings her sansetsukon in a wide overhanded arc, extending her arm to make the third segment extend beyond -- and thus wrap around -- the haft of the next draugr's greataxe. And as it does, her other hand comes forward to grip the first segment as well, and as her weapon entangles with the draugr's, uses both her hands to yank the greataxe out of the undead creature's grip.

GM Phntm888 |

Round 2
Cole draws the wand and heals Wesh from the vicious blow. Some of the warrior's wounds close.
Gallen just focused on the enemy before him. Breaking formation would ruin any semblance of a plan and doom them. He gashed its sodden flesh, but the draugr yet stood.
Wesh grunts as he takes the blow. He can't afford to show fear or doubt. They've made their plan, backing out now won't help anything. He nods gratefully to Cole for the inquisitor's healing before slashing at the draugr again. He cuts the undead down, but another is behind it, ready to come forward.
Hel grimaces as the draugr manages to slash its axe across Wesh's body, then quickly critiques what the 'back three' are doing. "Change of direction," she announces quickly. "Reverend Cole, please turn the wand over to Willow, get your longspear into this -- you may not do any real damage, but you can exert some control over these draugr, pin them and let Sir Gallen or Master Meloi execute them. Willow, be ready with the wand -- I know it isn't as easy for you to use it as it is for Cole, but I know you have a knack for making them work a good portion of the time. Master Lutor, you are better with your ice cantrip than with your dagger, and it will work on these things; every little bit helps. Just aim carefully." And turning back, she waits for a moment...
Willow comes over to Wesh and takes the wand. Cole, it will be a free action for you to relinquish the wand.
Round 3
Lutor's blade flashes, to distract the Draugr.
The next draugr moves forward. Hel swings her sansetsukon in a wide overhanded arc, extending her arm to make the third segment extend beyond -- and thus wrap around -- the haft of the next draugr's greataxe. And as it does, her other hand comes forward to grip the first segment as well, and as her weapon entangles with the draugr's, uses both her hands to yank the greataxe out of the undead creature's grip. It falls to the ground with a loud clang.
Undeterred, the draugr swings wet sodden arm towards Gallen.
Slam: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Fortunately, Gallen is easily able to avoid the blow. The others shuffle, trying to get past the one in front of them but unable to do so.
Initiative Order
Lutor
Hel
Undead
Cole
Gallen
Wesh
Willow
The party is up! Cole, Gallen, and Wesh for Round 3, and Lutor and Hel for Round 4.
Red Draugr - dead (again)
Yellow Draugr - 30/30, disarmed

Cole Hale, Servant of Asmodeus |

Round 3
Cole lets go of the wand handing it off to Willow. He then turns his attention to the undead studying it and making sure his allies have a good chance to hit it.
Trip: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Cole reaches out with is longspear attempting to trip the creature.

Lutor Messa |

Lutor does not verbally respond to Hel's words.
The blast of icy magic lancing from his fingertips towards the Draugr is response enough.
Lutor will move if necessary to get line of sight on a draugr.
Ray of Frost: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d3 ⇒ 3

Sir Gallen |

Gallen makes a more powerful swing trying to power through the undeads defences.
Power Attack with Scimitar Vs Red: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
AOO Power Attack with Scimitar: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Hel_Blackfist |

Hel keeps an eye on the other side of the boulder -- because there is another side, even if the mindless, soul-seeking undead don't quite realize it -- and remains ready to block a squeezing-through draugr trying to come around that way. However, an opportunity to smash an enemy to the ground shouldn't be ignored should it present itself ...
AoO Attack: 1d20 + 3 ⇒ (17) + 3 = 20
AoO Damage: 1d10 + 1 ⇒ (4) + 1 = 5
Action Attack: 1d20 + 3 ⇒ (10) + 3 = 13 -- if needed as Disarm, +2 from having a Disarm weapon.
Action Damage, if necessary: 1d10 + 1 ⇒ (8) + 1 = 9

Wesh Meloi |

Wesh slashes at the next draugr in line for the slaughter. If they keep coming, he'll keep swinging. He's quite satisfied with his latest slash.
Greatsword Attack: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
Greatsword Attack, Confirm Crit?: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Damage: 2d6 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12 (Power Attacking)
Crit Damage: 2d6 + 6 + 3 ⇒ (2, 6) + 6 + 3 = 17

GM Phntm888 |

Round 3
Cole lets go of the wand handing it off to Willow. He then turns his attention to the undead studying it and making sure his allies have a good chance to hit it. Cole reaches out with is longspear attempting to trip the creature. The creature falls to the ground, it's legs taken out from under it.
Gallen makes a more powerful swing trying to power through the undeads defences. His scimitar cuts the prone undead.
Wesh slashes at the next draugr in line for the slaughter. If they keep coming, he'll keep swinging. He's quite satisfied with his latest slash, as well he should be, since it finished off the prone draugr, cutting it neatly in half.
Willow attempts to further heal Wesh.
UMD: 1d20 + 8 ⇒ (4) + 8 = 12
She fails to activate the wand.
Round 4
Lutor does not verbally respond to Hel's words. The blast of icy magic lancing from his fingertips towards the Draugr is response enough. Unfortunately, even with the draugr in a cramped space, he cannot hit the next one as it shuffles forward.
Hel keeps an eye on the other side of the boulder -- because there is another side, even if the mindless, soul-seeking undead don't quite realize it -- and remains ready to block a squeezing-through draugr trying to come around that way. However, an opportunity to smash an enemy to the ground shouldn't be ignored should it present itself. The shuffling forward undead's axe is suddenly entangled in Hel's Sansetsukon, and though it struggles, she just barely manages to pull it from its hands.
Unperturbed, it swings an arm at Gallen.
Slam: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 4 ⇒ (3) + 4 = 7
Gallen gets his shield up, but the draugr's blow is so hard that the impact travels through to Gallen's arm, sending a spike of pain up it. Waves of foul stench roll off it and assail his nostrils. Gallen, take 7 damage (it met your AC). DC 12 Fortitude save or else you are nauseated for 1 round.
Initiative Order
Lutor
Hel
Undead
Cole
Gallen
Wesh
Willow
The party is up! Cole, Gallen, and Wesh for Round 4, Lutor and Hel for Round 5.
Red draugr - dead
Yellow draugr - dead
Blue draugr - 30/30, disarmed

Cole Hale, Servant of Asmodeus |

Round 4
Cole takes a moment to study the next one and attempts to trip it as well.
Trip: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13That may do since it's squeezing :)

Lutor Messa |

Lutor will continue blasting at the draugr.
Ray of Frost: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d3 ⇒ 3