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True to Edmund's word, the space behind the door is quite obviously a pantry, though the rats have taken anything edible, leaving behind only dust and cobwebs.
| Judah Locke |
Next room. First Edmund to stick his head through and look around, then me to check the door for traps and hazards, then Cas to open and lead us in.
"Righto, come on Ed, let's pick up the pace." Judah said, moving toward the next unexplored area.
My phone doesn't play nice with roll20, so lets assume we're headed to the next nearest door.
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Returning the way you had come, back through the dining hall, and out the western doorway. Turning south, you find yourselves between two rows of cells, each door having a small, barred window through which one can observe the occupant. Each cell holds a single human skeleton, inexplicably animated, which claws and scratches at the door to its cell. As you press on, moving down the corridor, a disembodied, mournful dirge begins to sound, as if played on a flute. Cassiel and Lorant are visibly shaken by the sound (both have the Shaken condition). In the same instant, a skeleton emerges from an open cell to the south. It is joined by four more; one to the south and the others to the north. They begin to advance upon the party...
Lorant and Eleanora are up!
INITIATIVE
Lorant
Eleanora
Skeletons
Cassiel
Judah
Mathus
Eleanora Will: 1d20 + 8 ⇒ (15) + 8 = 23
Lorant Will: 1d20 + 5 ⇒ (1) + 5 = 6
Cassiel Will: 1d20 + 4 ⇒ (2) + 4 = 6
Judah Will: 1d20 + 3 ⇒ (18) + 3 = 21
Eleanora: 1d20 + 10 ⇒ (7) + 10 = 17
Cassiel Init: 1d20 + 2 ⇒ (17) + 2 = 19
Lorant Init: 1d20 + 3 ⇒ (18) + 3 = 21
Mathus Init: 1d20 + 2 ⇒ (3) + 2 = 5
Eleanora Init: 1d20 + 2 ⇒ (19) + 2 = 21
Judah Init: 1d20 + 2 ⇒ (16) + 2 = 18
Skeleton Init: 1d20 + 6 ⇒ (14) + 6 = 20
| Mathus Kohlheim |
Saving throw vs fear DC15 or be shaken as per my flaw
Will: 1d20 + 3 ⇒ (5) + 3 = 8
Shaken for 1d4 ⇒ 4 rounds
| Eleanora Olexina |
Ella hisses in fear as the skeletons emerge. "Move, Ed!" She waits for Edmund to float forward and engage the skeletons, then digs in her bag and, pulling out the flask of holy water she's been saving, steps forward and hurls it at the skeleton directly in front of her!
Technically delaying until Edmund goes, but then:
Ranged touch attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage to primary: 2d4 ⇒ (4, 3) = 7
And 1 point of splash damage to each skeleton adjacent to it!
Move: Retrieve holy water.
None: 5' step forward.
Standard: Attack skeleton 4!
| Edmund Olexina |
Ed, hearing the sharpness in her voice, mutters, "Uh-oh," and leaps out of the way to engage with the skeleton on the right.
Attack 1: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Attack 2: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
None: 5' step northwest.
Full round: Full attack skeleton 3.
| Lorant Endronil |
"The Piper of Ilmarsh!" Lorant cries when he hears the unearthly music. Upon seeing the spooky, scary skeletons he tries to muster his resolve.
"For victory, for The Heart," he manages, as he advances to one of the skeletons and takes a swing at it with his morningstar.
Morningstar Attack: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Morningstar Damage: 1d8 + 1 - 2 ⇒ (6) + 1 - 2 = 5
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Lorant dashes forward, intent upon crushing a skeleton, but his sudden charge and (reasonable) fear leave him off-balance and he mistimes the blow. Ed steps forward and also tries to attack a skeleton, but misses as well. Eleanora has better luck and her holy water splashes over the undead creature, dispelling the magic that held it together and causing it to collapse into a pile of inert bones. Droplets that splash upon the two to either side sizzle and boil.
The remaining skeletons move to attack Lorant and Edmund. They miss Lorant, but Edmund is hit twice! (Edmund takes 9 points of slashing damage.)
The party is up!
Skeleton 2 vs. Lorant: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skeleton 3 vs. Edmund: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Skeleton 4 vs. Edmund: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
| Judah Locke |
They were pinned in from both sides! There was nowhere to run! Judah threw himself at the door opposite him in a panic, fumbling at the latch.
At his hip, unnoticed in his fearful frenzy, the golden pyramid clicked and turned.
Summon Monster 1 SLA
Morphic Monsters (above 50 = extra): 1d100 ⇒ 1
| The Things That Come |
Summoned Creature is an Entropic Dog. My Morphic Monsters ability grants it the Slam evolution. It appears in the square to the left of #5
Something lunged out of the darkness. It was impossible to tell for sure what it was. It stayed to the shadows around the corner. A strange maw, like a hairless dog who's jaws split one too many ways, snapped out grabbing a leg bone and jerking it around, slamming the skeleton violently into the floor and wall.
Slam: 1d20 + 2 ⇒ (20) + 2 = 22
Damage (bludgeoning and piercing): 1d8 + 1 ⇒ (6) + 1 = 7
Bite: 1d20 + 2 ⇒ (15) + 2 = 17
Damage (bludgeoning): 1d4 + 1 ⇒ (3) + 1 = 4
| Mathus Kohlheim |
The alchemist screams, sort of a high tinny scream that would be close to that of a girl, and flings a holy water at the skeletons.
Attack 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 for 2d4 + 3 ⇒ (3, 1) + 3 = 7. (5 slash damage to all around the target).
[GM can work out where it misses/scatters]
| Edmund Olexina |
"Arrrraaaaaghhhh! G%$+##, why does that hurt?!" Edmund cries, enraged. Slashing damage, too! That's the kind that hurts!
He lunges at the skeleton directly in front of him!
Attack 3: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Whiffing again, he swings around wildly.
Attack 3 (Again!): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
My god... The phantom is clearly thrown, throwing wild haymakers.
| Eleanora Olexina |
"Oh sweet Pharasma, Ed!" Ella snaps, sounding far more annoyed than anything else. Seeing that Lorant is struggling, she cries, "It will all work out well, Lorant. You'll see."
Casting remove fear on Lorant, suppressing the fear effect he's currently under and giving him a +4 morale bonus on saving throws against fear for 20 minutes.
| Cassiel Hawke |
Round 1: Actions
Free Action: Drop Sword
Move Action: Draw Club
No Action: 5' step forward
Standard Action: Lay into the skeleton before me!
Cassiel swallows nervously (rather uncharacteristically dropping his sword as he does so), steps up to a skeleton while bringing up the club from his belt, and swings at it!
Bonk *Shaken?*: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage?: 1d6 + 3 - 1 ⇒ (1) + 3 - 1 = 3
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Cassiel dashes forward to protect Eleanora, dropping his sword and drawing a club as he does so. The weapon smashes into the skeleton, splintering bone. The enchanted thing falls in a heap, the enchantment clearly removed.
As Judah fumbles with the latch on the door nearest him, the skeleton within the cell rises to its feet, clearly anticipating his entry. At the same time, a dog appears at the head of the corridor.
It's intended opponent now a pile of bone, the dog switches its attack to the remaining skeleton on that side of the corridor and slams it hard against the wall, shattering the thing.
Mathus hurls a vial of holy water at the two remaining skeletons, but only manages to throw it behind Lorant, where it impacts harmlessly with the wall (if Lorant is susceptible to holy water, he takes 1 splash damage).
Lorant is up!
| Lorant Endronil |
Feeling bolstered by Eleanora's aid and sort of snapped back to reality by the splash of holy water, Lorant takes another swing at the skeleton before him.
"For Victory, For the Heart!" he repeats, this time much more confident.
Morningstar Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Morningstar Damage: 1d8 + 1 ⇒ (7) + 1 = 8
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Lorant swings at the skeleton again, missing by a country mile. The two undead that remain claw at Lorant. The first misses, but the second manages to get past the Inquistor's defenses, it's bony claws inflicting grievous wounds. (Lorant takes 10 points of damage!)
The party is up!
Skeleton 1 vs. Lorant: 1d20 + 2 ⇒ (2) + 2 = 4 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Skeleton 2 vs. Lorant: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Skeleton 2 vs. Lorant: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Crit Confirm: 1d20 + 2 ⇒ (3) + 2 = 5 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
| Cassiel Hawke |
Round 2: Actions
Full-Round Action: Double Move to Lorant!
Seeing the inquisitor get ruthlessly torn down by the skeletal claws, Cassiel's nerves turn from shaken to enraged and he runs at them with his club at the ready!
| Judah Locke |
Lorant went down. Judah's heart surged. He stopped fumbling with the door. The pyramid hanging from Judah's hip twisted itself again.
He ran to Lorant, grabbing his shoulder and starting to drag him backwards.
Move to Lorant. Summon Monster SLA again.
| The Things That Come |
Morphic Monsters roll (above 50 = extra monster) 1d100 ⇒ 19
The grotesque creature that had attacked the skeleton ducked back into the shadows and vanished.
It came out of the shadows on the other side of the hall to lunge at the skeleton in front of Lorant.
Slam: 1d20 + 2 ⇒ (12) + 2 = 14
Damage (bludgeoning): 1d8 + 1 ⇒ (6) + 1 = 7
Bite: 1d20 + 2 ⇒ (5) + 2 = 7
Damage(bludgeoning and piercing): 1d4 + 1 ⇒ (3) + 1 = 4
The old Dog goes around the corner and the effect ends when the new one begins, so the first one vanishes. The "shadow jump" thing is just poetic licence to describe the same kind of creature suddenly showing up in a new place.
| Edmund Olexina |
"Awwwww, did the fancy-pants man get bruised?" Edmund sneers. Still, he glides back down the hallway, moving around Mathus to approach the two skeletons as Judah drags Lorant away from them.
I've moved Ed 25' on the board; if Judah can actually move Lorant out of that square this turn, Ed will use his remaining 5' movement to enter the square Lorant currently occupies and attack skeleton 2.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning
| Eleanora Olexina |
"Lorant!" Ella cries. "No, no no no no no..."
Rushing down the corridor, she waits till Judah is able to move Lorant to somewhere within her reach, and waves the wand of cure light wounds over his still form.
CLW (when applicable): 1d8 + 1 ⇒ (5) + 1 = 6
Stabilizes him if nothing else.
| Mathus Kohlheim |
Mathus throws another holy water at the two skeletons Remember that I also apply my Int to splash damage
Holy Water: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17 for 2d4 + 3 ⇒ (2, 1) + 3 = 6 or 5 splash damage on undead in squares surrounding the hit square.
| Lorant Endronil |
Lorant's eyes widen as the skeletons tear him down and everything becomes muffled as the others shout and grab his limp body. His eyes roll back into his head and he passes out.
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Cassiel moves to the skeleton and swings his club in a broad arc, managing to break a few of the skeleton's ribs and remove its left arm at the shoulder.
Even as Judah drags Lorant from the fight and into Eleanor's healing touch, Mathus throws another vial of holy water. This time, his throw is on target and the vial bursts over the skeleton, splashing the one standing next to it. There is a loud hiss, like a rush of air, and both skeletons dissolve into gooey puddles.
Battle over!
| Cassiel Hawke |
Er... Cassiel double-moved, he didn't attack, but okay...
Cassiel pointedly stomps the skeletal puddle once. "Don't come back."
The urge to say something snarky to the ghost following them around is strong, but when Cassiel sees the state Lorant is in he immediately represses it. "...s*@@."
| Cassiel Hawke |
Cassiel steps over to Lorant's prone body and lays a hand on him, channeling healing energy to (hopefully) at least get him up again and not, say, flay him alive from the inside out.
LoH: 1d6 ⇒ 1
| Judah Locke |
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Judah felt helpless. He wasn't a healer. He hadn't done anything in that fight. He'd panicked and tried to run. For a while it had seemed so easy. The haunts had become little more than minor irritants and inspiration for jokes. He'd been fancying himself an adventurer.
He was a coward.
Lorant had nearly died fighting. Protecting him. Protecting all of them. Even Edmund had done more than Judah had. It was probably easier when you were dead. Nothing to fear. Nothing to lose.
Maybe he'd be better off...
He slumped against the wall, his hands shaking and his breath shuddering in his chest.
"I'm sorry. I couldn't... I couldn't." He pulled a flask out of a pocket and fumbled with the lid. He dropped it, picked it back up, still couldn't open it, then finally threw it as hard as he could at the opposite wall.
"Is... he going to be alright?"
| Eleanora Olexina |
"With time," Ella murmurs, running the wand through the air over Lorant's injuries once more. "Don't be a child, Judah, throwing things won't help," she adds, somewhat sharply. "If you want to make yourself useful, go keep an eye out at the end of the corridor. It will take a few seconds for me to bring Lorant back to his feet. Edmund, guard the other end!"
@Lorant: Putting some CLW charges below--just let me know how many you decide to use!
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (8) + 1 = 9
| Edmund Olexina |
"Ha! Leave him to guard the place?!" Edmund whirls on Judah, closing to within inches of his face. "This worm couldn't protect you if his fully armored body was the only thing standing between you and a horde of rapacious and bloodthirsty orcs. We should leave him in this prison to rot."
He howls suddenly as Ella glares at him, and floats away to take up his position at the opposite end of the passageway from Judah.
| Cassiel Hawke |
"And you were such a help, flailing ineffectually at skeletons." Cassiel doesn't even bother looking over his shoulder to call out the idiot ghost. "Never send a ghost to do a mortal's job."
| Mathus Kohlheim |
Mathias breathes easier once the skeletons are destroyed but still is pale as new milk. His constant encounters with the dead are eroding his mind one step at a time but somehow he managed to keep it together long enough to get his vial into the maw of the undead foes oppressing his newly formed team.
I... understand you better than you may think, he says to Judah.
Lorrimor taught me a lot of what I know about... fighting... these abominations but I go weak at the knees and feel like I am about to wet myself every time I see them closing on me.
| Judah Locke |
Judah turned his face away from Edmund, clearly ashamed, but as the ghost became threatening a low, guttural growl came from the darkness around the corner. Judah tensed, wanting to run again but he nodded to Eleanora and went to the other end of the hallway, looking around the corner with his torch.
"I don't see anything. Not sure what that was."
| Lorant Endronil |
@Lorant: Putting some CLW charges below--just let me know how many you decide to use!
Do you want me to top myself off? I don't want to waste our one wand on just myself...
| Lorant Endronil |
I'll go with the healing. All of it will bring me up to 11 HP. We may seriously need to invest in curative magics, though, like a separate wand just for my healing or something, cuz I can't hog all the healing.
As Cassiel and Eleanora practically pour healing magic into Lorant's body, he starts awake with a gasp as white light seems to shine from his eyes, mouth and wounds, even as the wounds close leaving only faint scars. When it's over he groans as he attempts to stand, still a bit wobbly.
"It seems it was not yet my time to enter the Boneyard. Thank you. Thank you all."
| Eleanora Olexina |
Yes, sorry. That was the intention!
Ella sighs in relief. "It had better not be," she says with a crooked smile. "But I think it may be our time to get out of here. For the moment, anyway." She scoops up her torch again and glances around. "Some strange...things...came out and attacked those skeletons before vanishing. And we've heard some strange noises. I'm growing weary of the running and jumping."
| Lorant Endronil |
Lorant stands near the door, waiting for the others to join him.
"We'd best hurry. I figure we've attracted the Piper of Illmarsh's attention, and I'd rather not have him pursue us."