| GM-Reno |
The skeleton seems affected by Ngonunho's magic, but not enough to stop it. The skeleton attacking Grog continues, raking its bony claws at him, but doesn't manage to connect.
Orange Skeleton Attack 1: 1d20 + 2 ⇒ (1) + 2 = 3
Orange Skeleton Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
Orange Skeleton Attack 2: 1d20 + 2 ⇒ (9) + 2 = 11
Orange Skeleton Damage 2: 1d4 + 2 ⇒ (4) + 2 = 6
The other skeleton takes a step closer and attacks Grog as well, but doesn't manage to do any damage.
Green Skeleton Attack 1: 1d20 + 2 ⇒ (13) + 2 = 15
Green Skeleton Damage 1: 1d4 + 2 ⇒ (2) + 2 = 4
Green Skeleton Attack 2: 1d20 + 2 ⇒ (5) + 2 = 7
Green Skeleton Damage 2: 1d4 + 2 ⇒ (2) + 2 = 4
All misses! Party goes.
Green: 1d4 ⇒ 1
Thurim of Cryingleaf
|
Arcane bolt vs Orange: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Damage: 1d4 ⇒ 2
"There Grog" states Thurim dryly. "That's the spine. Aim there."
| GM-Reno |
The skeleton is much faster than you expect and easily dodges your attacks. It then lunges forward and slashes at Grog. One of its claws connects, while the other is brushed aside.
Grog takes 5 damage
Green Skeleton Attack 1: 1d20 + 2 ⇒ (17) + 2 = 19
Green Skeleton Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
Green Skeleton Attack 2: 1d20 + 2 ⇒ (7) + 2 = 9
Green Skeleton Damage 2: 1d4 + 2 ⇒ (1) + 2 = 3
Roll: 1d4 ⇒ 1
Yeah, serous dice roller hate for you guys, sorry
Ngonunho Adrelsandmar Kaetanta
|
Got to make a note, skeletons can be a pain.
Ngonunho lightly steps around the skeleton and reaches out and touches Grog on the arm. A soft glow passes between them as Grog's wounds begin to close.
Do the ones raising these skeletons take the time to file the claws?
Well, that could have been better.
Thurim of Cryingleaf
|
"No" laconically answer Thurim as another bolt of energy whizzes by harmlessly.
Touch vs Green: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Damage: 1d4 ⇒ 3
Ignatius "Nat"
|
Ignatius will step in front of Thurim to shield the caster from the skeleton, 5' Step continue his bardic performance, Free Action and swing his axe at the remaining skeleton again.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 ⇒ 2
And the dice roller hate continues - at least Grog has flanking!
| GM-Reno |
As the skeleton continues to dodge by your attacks, it continues its assault. One claw rakes by Nat, but doesn't connect, however its other claw scrapes at Ngonunho.
Ngonunho takes 4 damage. Party goes.
Green Skeleton Attack on Ngonunho: 1d20 + 2 ⇒ (17) + 2 = 19
Green Skeleton Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Green Skeleton Attack on Nat: 1d20 + 2 ⇒ (6) + 2 = 8
Green Skeleton Damage: 1d4 + 2 ⇒ (2) + 2 = 4
roll: 1d4 ⇒ 4
Maybe the dice roller will stop its hate this round, or it just loves this skeleton too much.
Thurim of Cryingleaf
|
Touch vs Green: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Damage: 1d4 ⇒ 3
Thurim launches another bolt of energy and squints. Did it hit?
"Grog" Thaak Primeswine
|
Grog lowers his blade and clasps Nat on the shoulder roughly with his hand.
Good! Maybe more over where the noises come from.
He heads off into the darkness...
Same as before taking 10 on stealth and perception as I move at half speed toward the wailing sounds. Stealth = 12. Perception = 16.
Thurim of Cryingleaf
|
I lost the login for Mapotools again, can someone just move me in behind the bulk of the party?
Thurim goes to stop Grog, but realizes the futility of it all. "Gods have mercy on us all."
Ngonunho Adrelsandmar Kaetanta
|
Ow well, I'll have to have a look at these guys after.
Hold up Grog. My little legs have trouble keeping up with you.
Ngonunho hurries over to the door and looks around.
Oh neat! A maze! Haven't been in one underground yet, but plenty of forest mazes back home were fun. Now don't get lost guys.
Ignatius "Nat"
|
The half-orc barbarian is pulling random levers in the dungeon....what could go wrong??!!
Just in case it matters/helps, Ignatius will be looking for hidden doors, traps or other unusual stonework within this maze.
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
And that dice roller hate is no help at all - although I might "discover" a trap!
| GM-Reno |
Grog pulls a lever and you all hear a clicking noise coming from the door. You'd guess it sounded like a locking mechanism tumbling into place.
As Nat traverses the aisle, he notices several depressions in the ground. It's as if there's something covering the floor that is sinking in a bit.
These are covered pit traps, one is in the square directly North of nat, one is 5ft diagonal SW from Nat, the other is 5ft to the East and 10ft South of Nat at the intersection.
1: 1d20 + 7 ⇒ (7) + 7 = 14
2: 1d20 + 7 ⇒ (19) + 7 = 26
3: 1d20 + 7 ⇒ (18) + 7 = 25
4: 1d20 + 7 ⇒ (10) + 7 = 17
"Grog" Thaak Primeswine
|
Hmm... Not what I wanted to happen.
Grog pulls the lever again, returning it to its original (preferably unlocked) position. He then whispers back over to Nat.
Others are close. Pit traps everywhere. Need to find another way 'round. Gotta be a right way. Follow Grog.
Grog moves to the south, plotting a new course.
Taking 10 on stealth and perception again. 12/16 respectively.
Ngonunho Adrelsandmar Kaetanta
|
Is Grog still bleeding?
Ngonunho moves ahead and grabs Grog by the belt.
It would be difficult to grab his shoulder.
Grog, wait a second. That wound is pretty bad, let me take care of it first.
Ngonunho reaches out his hand, now glowing, and touches Grog's leg. Grog's wounds close a little further, though not fully yet.
That should be okay for now. I can stitch that up better later if needed.
Ngonunho Adrelsandmar Kaetanta
|
Great idea! Never really used it for that in the woods, but I guess it is a normal thing down below.
Ngonunho takes his pack off and rummages through it, finally coming out with a piece of chalk. He hands it to Nat with a smile.
Here you go. There is more in the bag as well, so feel free to use it liberally.
Then Ngonunho turns back to Grog and waits to see where he goes next.
Got to keep up with this big guy. The spirits seem to want to test my knowledge of healing.
Ignatius "Nat"
|
Why thank you Master Kaetanta Nat smiles, The caverns and Darklands are treacherous places, always good to mark your way. Give me a moment to mark these dangers before we move on. Please keep an eye out for me Grog - I will need backup if something pops out!
Grog - No!! Nat tries to grab Grog, pointing to the floor where he is about to step, indicating the pit there.
If he stops Grog, Nat marks the walls indicating where he knows there are pit traps, otherwise...
Ignatius "Nat"
|
Nat will mark the walls with the chalk and keep an eye out for levers and traps and pits....oh my. He will also inspect a lever to see if he can surmise its purpose.
Point out the pits, and I will mark them Grog! Clearly this is not the place to go wandering off.
I am making a lot of noise while Grog slips silently along. with a -2 stealth, chances are pretty good that Nat - and therefor Grog are not going to be sneaking up on anything We need to work out a way for him to use that skill without my hindering him.
Ngonunho Adrelsandmar Kaetanta
|
Why would someone create such a dangerous room? What if they forgot where they put these pits, wouldn't that be bad for them? Or maybe they just float around without walking and don't have to worry about the pits? Kind of like some of the spirits back home. Or maybe like that one spirit you saw running along tree branches, they weigh next to nothing and they don't trigger the pits. I will have to check out the limits of these pits when we come back.
Ngonunho suddenly realizes that he has fallen behind and is holding up Thurim.
Sorry friend, I was just contemplating how to make a room like this back home, except the pits would have some kind of spring plate at the bottom to jump back up with. Maybe even leading to another level of a similar location. Ideas my friend, they tend to run away from you. Right?
Ngonunho thinks for a second.
Let's catch up, what do you say?
Ngonunho moves up to where he can see Grog and where Nat has gone.
| GM-Reno |
Other than the pits that have already been marked, you don't see anything out of the ordinary. The hallway appears empty and safe.
Sorry, I didn't see your path, I thought you went up to the Northern lever before.
N: 1d20 + 5 ⇒ (10) + 5 = 15