GM Sior
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The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”
Darren the Daring
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The tension relaxes in Darren's shoulders. "Ah, at last, a good surprise." He moves over to the fountain and leans over to take a drink before pausing, hand in the water, to look at Kuran. "This isn't a trick, is it?"
Kuran Abrath
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"Ominous fountain! Perfectly clear water is a sign of a powerful toxin! But... wait a sec..."
He collects some water into his clay mug and then casts purify food and water. With a heavy sigh and nervous shaking, Kuran takes the first sip.
GM Sior
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The water is horribly clean and dastardly fresh, not to mention more than a little toxically refreshing. Indeed, as it slides down his throat, it refreshes Kuran's strength somewhat!
1d4 ⇒ 4 Oh thank goodness. Heal 4 points Strength damage
Kuran Abrath
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Kuran's eyes wide as he feels his strength return. "T-this... I... it rejuvenates!" he says with an uncommon rejoice, "a true blessing under the horrors of the crypt! Blessed be Iomedae for granting us this sanctuary!"
Keen to be back in nominal condition Kuran repeats his method; takes water into the clay mug, casts a purifying spell, and drinks it. He doesn't, however, expect another sip to have an effect. Magic works in strange ways, somehow attuned to the daily cycle.
Kuran Abrath
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Once satisfied with the effects of the fountain, Kuran backs out and heads over to where the dripping emanates. He's feeling shaky, but knowing it's either do or die. But is the flame really worth this?
GM Sior
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The water is crisp and cool on your lips and grants you the same restorative properties as it did Kuran! (That is, 2d8+3 healing to HP, 1d4 healing to ability score damage) As Kuran assumes, however, it only works once. The water is still crisp and fresh and good for drinking.
Darren the Daring
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facepalm. Did it affect me even though I had no damage of any kind? I should have waited... oh well.
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GM Sior
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Sadly no.
Going back down the passage, you quickly find the eastern route is partially flooded. Indeed, for small characters it rapidly gets too deep to walk. Medium characters are only hampered as if by difficult terrain.
Blossym shudders at the thought of having to swim in this, but ties off her loose shirt to free her arms for the task. She nods readiness.
GM Sior
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We'll say sure.
That path terminates in a door which seems to be swollen into the doorjamb.
Kuran Abrath
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Kuran examines whether the flood is coming from behind the door. At least the bulging suggests that. "W-we better leave this door alone, f-for now..." With cautious steps, Kuran backs away and heads to the other direction.
See map.
Darren the Daring
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Darren offers to let Blossym ride on his shoulders, then follows Kuran.
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GM Sior
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A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses — three large rats and one giant frog - with strange burn marks all over their bodies.
Kuran Abrath
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Kuran treads carefully over to the corpses, first prodding them with the tip of his longsword. Once secured the tiefling lowers down to examine what the burn marks really are.
Heal: 1d20 + 7 ⇒ (12) + 7 = 19
GM Sior
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Kuran quickly discovers the source of the burns as the fungus cackles with electricity, releasing it into the water!
Electricity damage: 3d6 ⇒ (1, 6, 5) = 12 Fort save DC 14 for half
Kuran Abrath
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Fortitude save: 1d20 + 5 ⇒ (14) + 5 = 19
"I-i-it was a trap! I should've known!" Kuran whimpers in pain before remembering how his fiendish skin resists most of the damage. He looks at his hands, surprised to see a lot less wounds than he though. Kuran slowly stands up again, looks around, examining the fungi a bit, wondering if their electric discharge changed their appearance.
No one has knowledge (nature), so can we get any indication on whether or not the fungi gather their static charge back? Do the tendrils flop or so?
GM Sior
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The tendrils feel like static electricity in your fingers. Yet it does not seem any different than before the shock.
Pushing through or turning back?
Darren the Daring
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I'll leave it up to Kuran, our fearless leader. ;-)
-Posted with Wayfinder
Kuran Abrath
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Kuran pushes on, since the electricity hardly did anything to him. "Y-you three j-just be careful, alright? Those fungi... zap. It h-hurt!"
Moving onward.
GM Sior
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Regardless of its recharge time, the whole party makes it through the room without a repeat incident.
You come to another junction. To your left is another door. To your right, it quickly opens up into a larger chamber. Indeed, it seems the ground is elevating out of the water as it approaches this room as the water just splashes above your feet. Oh! And you can see that the far end of the room is just barely peeking out of the fetid water.
A thick layer of slick, black mold covers the carvings on the walls of this chamber.
More curious, however, is a large wheel set into the floor of the dry area at the far end of the room, attached to chains that rise up into the ceiling.
Which direction shall we go, Kuran the Brave?
Kuran Abrath
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"That chamber just screams trouble," Kuran says, motioning to move away from the room towards the door, where the dripping sound emanates. He closes in, shoos the rest behind the corner, and attempts to open the door. With the lack of a trapsmith, he can only hope he can withstand the possible incineration or similar.
Darren the Daring
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Darren unquestioningly does as Kuan instructs.
-Posted with Wayfinder
GM Sior
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1d20 ⇒ 8
This door, similarly, is swollen with water and may prove difficult to open. However, you also notice another sound coming from behind the door: frogs. Yes, frogs croaking softly, almost indistinguishable from the dripping water.
Kuran Abrath
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"What is wrong with this dungeon?" Kuran questions, shaking his head. He backs out from the door and peeks at the other big chamber. "I really don't like what's here but..."
Gathering his courage Kuran steps into the chamber holding his sword and shield high. He keeps a lookout for anything suspicious.
Constantly take 10 on perception, total 17.
GM Sior
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Kuran's sentence is halted by multiple splashes as SIX skeletons (your normal garden-variety) splash up out of the shallow water, blades drawn!
Darren: 1d20 + 4 ⇒ (12) + 4 = 16
Kuran: 1d20 + 2 ⇒ (12) + 2 = 14
Nijena: 1d20 + 2 ⇒ (17) + 2 = 19
B: 1d20 + 6 ⇒ (5) + 6 = 11
G: 1d20 + 6 ⇒ (9) + 6 = 15
O: 1d20 + 6 ⇒ (19) + 6 = 25
R: 1d20 + 6 ⇒ (20) + 6 = 26
V: 1d20 + 6 ⇒ (5) + 6 = 11
Y: 1d20 + 6 ⇒ (14) + 6 = 20
The nearest skeleton comes at Kuran with its blade! But its arm is still loose in its socket, so it flails wildly in Kuran's general direction... ish...
Scimitar: 1d20 ⇒ 2
Two other skeletons orange move down the middle of the room towards the group, one of which yellow also swings at Kuran! But the blade wishes within inches of even hitting the tiefling!
Scimitar: 1d20 ⇒ 8
Order
Red, Orange, Yellow
Nijena, Darren
Green
Kuran
Blue, Violet
Blossym
Kuran Abrath
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"Back out! Back out! Those mindless creatures need to fight in a corridor!" Kuran shrieks and makes futile attempts to back out while Blossym blocks the way.
Desperate, he curses his ill-choice of weapon and swings the sword only in self-defense. Still, his eyes lock on the red skeleton.
Move action: Studied Target (red skeleton); Standard action: Attack defensively (-4 atk, +2 AC)
Longsword + ST - FD - str penalty: 1d20 + 3 + 1 - 4 - 2 ⇒ (17) + 3 + 1 - 4 - 2 = 15
Damage (slashing): 1d8 + 2 + 1 - 2 ⇒ (4) + 2 + 1 - 2 = 5
Darren the Daring
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Darren takes a few steps back, drawing his shortbow, and shoots an arrow at the skeleton in front of Kuran.
Shortbow: 1d20 + 5 ⇒ (6) + 5 = 11 for piercing: 1d6 ⇒ 3
-Posted with Wayfinder
GM Sior
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Daren's arrow clatters off the wall of the crypt, unable to find its bony mark.
As Nijena moves past, both skeletons swing at the paladin! Naturally, both miss.
Red AoO: 1d20 ⇒ 17 for 1d6 ⇒ 2
Yellow AoO: 1d20 ⇒ 14 for 1d6 ⇒ 2
Nijena's own strike is not enough to injure the skeleton.
Another skeleton green moves to the wheel and down the center of the room.
Kuran swings at his preferred foe but cannot land a blow with his defensive stance!
The final remaining skeletons file themselves towards the wheel and down the middle of the room.
Blossym tumbles past the skeletons to be near Nijena's side only to disappear beneath the water's surface! She returns a second later, treading water. "Umm, I think I found why they're coming down the middle!"
Acro: 1d20 + 7 ⇒ (17) + 7 = 24
Swim: 1d20 ⇒ 13
The skeletons drop swords and attack Kuran and Nijena with their own bony claws!
Red on Kuran: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d4 + 2 ⇒ (2) + 2 = 4 MISS
Red on Kuran: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d4 + 2 ⇒ (1) + 2 = 3 MISS
Yellow on Nijena: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d4 + 2 ⇒ (2) + 2 = 4 MISS
Yellow on Nijena: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d4 + 2 ⇒ (2) + 2 = 4 MISS
Order
Red, Orange, Yellow
Nijena, Darren
Green
Kuran
Blue, Violet
Blossym
Darren the Daring
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I feel like we had a major miscommunication about our plan of action...
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Kuran Abrath
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I feel like we had a major miscommunication about our plan of action...
-Posted with Wayfinder
I guess so. Once Kuran's turn is up, he will flee back to the corridor. Because of this I marked the spots in the map that I propose for our positions. I do this only because I feel like this combat is going to take forever at the current setup and might even be our demise if they get a few lucky strikes.
Nijena Tajar
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Nijena realizes that Kuran was right again and backs out after swinging her flail at the yellow skeleton.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Attack + moving back and drawing Aoos
GM Sior
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Nijena bashes down the skeleton in front of her before darting back down the hall! As she goes, the red skeleton takes a swipe with its jagged fingers, but misses!
1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 2 ⇒ (3) + 2 = 5 MISS
Darren?
Darren the Daring
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am I supposed to take the other melee position, since I can make two bludgeoning attacks each turn? Or use a polearm or bow over someone's shoulder instead?
Darren shoots an arrow at another skeleton.
need a critical threat or a natural 6 for these to even matter
attack: 1d20 ⇒ 15
damage: 1d6 ⇒ 1
-Posted with Wayfinder
Kuran Abrath
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Kuran is dumb and doesn't have a slashing weapon. Besides, he has strength damage and is nigh useless in battle. He could use the longsword as an improvised weapon and deal bludgeoning damage with a -4 attack penalty, but then he'd really wouldn't hit anything. His best bet would be to aid another in attack rolls.
Kuran sees Blossym being in a tight spot, and wonders what he should do. "Blossym! Get back here! Now!" he yells.
Delay, act after Blossym, who HOPEFULLY has gotten out of the water.
After that he retreats to the corridor, afraid of the scary scary skeletons.
Move 20ft, ready action: attack skeleton without cover.
Longsword - str penalty - improvised: 1d20 + 3 - 2 - 4 ⇒ (1) + 3 - 2 - 4 = -2 Lol
Damage (bludgeoning): 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Kuran fumbles spectacularly, almost knocking Nijena's helmet off. Apologizing profusely, he keeps holding the sword with shaking hands. He is so ashamed of his inability to prepare for adventure, and battle undead. A keen eye can spot tears of desperation in the corner of his eyes.
GM Sior
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Darren's arrow bounces off the bones of the skeleton!
One skeleton moves in a step to swing at Blossym swimming in the pit! But its blade misses!
1 Blossym, 2 Kuran: 1d2 ⇒ 1
scimitar: 1d20 ⇒ 5 for 1d6 ⇒ 6
Kuran holds a moment while more skeletons close in, provoking from Kuran and Blossym!
AoO: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 for 1d4 ⇒ 1 *sigh*
Confirm: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 NOPE
It swings its rusted blade at Kuran, managing to barely cut the tiefling!
1 Blossym, 2 Kuran: 1d2 ⇒ 2
scimitar: 1d20 ⇒ 20 for 1d6 ⇒ 2
Confirm: 1d20 ⇒ 7 NOPE
Blossym tries to tumble out of the water, through the skeleton, and past Kuran! But she flails bout a bit in the water! So she tries to strike the blue skeleton again! And hey! She has flanking!
Swim: 1d20 ⇒ 6
Hanbo+Flank-Swim: 1d20 + 4 + 2 - 2 ⇒ (3) + 4 + 2 - 2 = 7 for 1d4 + 1d6 ⇒ (2) + (3) = 5 MISS
Order
Red, Orange, Yellow
Nijena, Darren
Green, Blue, Violet
Blossym, Kuran
GM Sior
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If Kuran wanted to change the delayed action with Blossym's failed swim check...
Kuran Abrath
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I will change it.
"Blossym!" Kuran shrieks, and tries to destroy the skeleton between the two with the heel of his sword.
Improvised longsword + ST - str penalty - improvised: 1d20 + 3 + 1 - 2 - 4 ⇒ (19) + 3 + 1 - 2 - 4 = 17
Damage (bludgeoning): 1d6 + 2 + 1 - 2 ⇒ (3) + 2 + 1 - 2 = 4
Crit confirm: 1d20 + 3 + 1 - 2 - 4 ⇒ (18) + 3 + 1 - 2 - 4 = 16
Additional damage (bludgeoning): 1d6 + 2 + 1 - 2 ⇒ (2) + 2 + 1 - 2 = 3
Forgot flank from those rolls, so +2 to each attack.
GM Sior
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Improvised weapons only threaten a critical on a natural 20. That said...
Kuran bashes the skeleton into dust!
The skeleton by Kuran strikes with his claws again!
Claw on Kuran: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d4 + 2 ⇒ (3) + 2 = 5 MISS
Claw on Kuran: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d4 + 2 ⇒ (4) + 2 = 6 HIT
Confirm on Kuran: 1d20 + 2 ⇒ (11) + 2 = 13 NOPE
Another moves in, drawing an AoO as it moves. It then swings its sword at Kuran!
Blossym AoO: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 for 1d4 ⇒ 3 MISS
1 Blossym, 2 Kuran: 1d2 ⇒ 2
Scimitar on Kuran: 1d20 ⇒ 2 for 1d6 ⇒ 6 MISS
Order
Red, Orange
Nijena, Darren
Green, Violet
Blossym, Kuran
Darren the Daring
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"Get back here, kid!" Darren moves to block the other doorway.
readied attack against the first skeleton to come within reach
Nijena Tajar
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Nijena also waits for the skeletons to come closer to her. Once one of them is close enough to be destroyed she will swing her flail against its rips.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
ready attack