Heir de Bonaire |
"I'm going to call center of the pile. " gets on the floor and throws a blanket over his head. "If we need to shave someone after this , it will not be me. I did that once. I looked ridiculous and it was freezing. "
Jurgen, The Huntsmaster General |
"Fine, whatever." Jurgen plunders everyone's packs for blankets, towels and whatnot and makes a pile of it to cover the party. Then peeks out from under it, wiggles his fingers to cast Open/Close on the door, and quickly draws them back under the pile.
GM Woran |
The door opens, and a big flock of bats flutters out. THey wheel trough the room, flapping and chittering, but after about a minute they seem to collectively find the exit to the room and leave.
A few bats got stuck in the blankets, but with a bit of care you manage to remove them and they fly off too.
Jurgen, The Huntsmaster General |
After the bats leave, Jurgen walks into the bathroom again, trying not to see anything horrible.
GM Woran |
Jurgen sees nothing horrible this time.
Seeing Jurgen is fine, the others follow.
will save Heir: 1d20 + 6 ⇒ (13) + 6 = 19
Heir also has a strange vision looking into the pool, where he sees himself as some kind of undead, killing the others. But it doesnt bother him.
Continuing trough the room, Jurgen sees that this room was blocked of with portcullis, the underside of them can still be seen sticking out of the ceiling.
The room beyond has a number of recesses carved into the walls and a fissure in the ceiling. It smells overwhelmingly like bat guano.
Heir de Bonaire |
Heir also has a strange vision looking into the pool, where he sees himself as some kind of undead, killing the others. But it doesnt bother him.
" Muahahahaahahahaaha hahahaha [smaller/smaller]hahaha "
Jurgen, The Huntsmaster General |
Jurgen leads the team on a quick inspection of the room (Detect Magic, take 10 perception 15) and if there's nothing interesting, on to the next.
GM Woran |
Unless you're really into bat guano, the room holds little of interest.
It looks like the room was used to inter the bodies of some of those who were slain in the battle that took place here nearly 200 years ago.
A short halway leads to a door. Carefully opening it after checking it for traps, you see a large room.
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.
Jurgen, The Huntsmaster General |
"More statues... I don't like the look of it. And that bridge looks suspicious too. Let's see if we can cross it without getting bottlenecked."
Jurgen directs the party to assemble on one side of the bridge, waiting to see if the statues do anything.
Heir de Bonaire |
Heir starts to carefully walk across the bridge When he has crossed the first 10 feet, the statues suddenly move, slamming forward all the way to the north side of the bridge!
[dice=cmd check]1d20 + 10
What is Heir's CMD?
Even FF its a 12
Araklifest |
Araklifest stands and looks how Heir walks right into the trap (and seems to survuve unscathed!) Now that the statues stand at this side of the bridge, he deems it well possible to cross the bridge and steps on.
GM Woran |
One of the statues is clearly in worse shapes then the others, allowing Heir to dodge both and get to the other side.
The statues emediately move back once they reach the end of the bridge.
The statues reset emediately, does Araklifest still want to cross? Or do you all want to try something else now that Heir made it to the other side?
Jurgen, The Huntsmaster General |
Noting the statues don't seem to be actively fighting, Jurgen looks around for other theories.
"You'd think this is some sort of puzzle... can you see a switch somewhere?"
Jurgen is going to search his side of the bridgefront.
Jurgen, The Huntsmaster General |
"Right, no way can I make that jump. Lets just climb down the pit and up the other side again." With a knotted rope and walls to brace against that's DC 0.
Araklifest |
Araklifest looks at the position of the disabled construct and thinks that he can safely navigate the bridge. He carefully steps forward.
Jurgen, The Huntsmaster General |
With the statue constrained into crossing only half the bridge, Jurgen marches up to just in front of it, stands on its toes and holds it to tango and carry him back across the bridge.
GM Woran |
With the statue only crossing half the bridge, its easy to trigger the trap, then grab on to the returning statue, and jump off.
On the other side, there are two double bronze door. One of the doors is open, as Heir tied his rope to one of the doors.
Looking trough, you can see stairs descending to a very large room.
Jurgen, The Huntsmaster General |
Jurgen ushers everyone to the other side of the bridge and whispers (then winces at the noise the statues make) "I suspect this might be the main burial room, I would not be surprised if the main risen dead are here... it takes something to come back from the grave, and that something tends to come with a flair for the dramatic."
He takes a pebble, casts Light on it and tosses it into the room to get an idea of what's in there.
throw: 1d20 + 4 ⇒ (11) + 4 = 15
GM Woran |
Now I am imagening a diva zombie. Thanks Jurgen :P
The light pebble bounces down the stairs to reveal a vast crypt. The only other 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.
Due to the walls hemming in the stairs, the map shows about as much as you can currently see. To progress, I would like your marching order
Jurgen, The Huntsmaster General |
Marching order should be about the same as shown here: Heir in front of Jurgen and Araklifest in front of Z-K.
"Anyone want to make any last preparations before we go in?"
Araklifest |
Araklifest casts shield on himself, and uses the last point in his mana pool to change his masterwork light mace in a magical light mace. Now he is as ready as he can be for the upcoming battle.
Light mace +1, attack +5, damage 1d6+3 for 1 minute
Ascalaphus |
Now I am imagening a diva zombie. Thanks Jurgen :P
Never go up against a skald when good taste is on the line :P
GM Woran |
GM Woran wrote:Now I am imagening a diva zombie. Thanks Jurgen :PNever go up against a skald when good taste is on the line :P
That is going on the drunk movie list
GM Woran |
As you make your way down the stairs, a dry, mirthless laugh can be heard from the dark recesses of the tomb “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 Araklifest: 1d20 + 5 ⇒ (15) + 5 = 20
initiative Jurgen: 1d20 + 3 ⇒ (9) + 3 = 12
initiative Heir: 1d20 + 3 ⇒ (10) + 3 = 13
initiative Zoma-Khat: 1d20 + 3 ⇒ (14) + 3 = 17
init Asar: 1d20 + 6 ⇒ (4) + 6 = 10
init skellies: 1d20 + 6 ⇒ (19) + 6 = 25
Skellies: Four skeletons emerge from the depth of the crypt, their bones ratteling.
Initiative
Round one
Skellies
Araklifest
Zoma-Khat
Heir
Jurgen
Asar
Everyone can act!
I'll keep botting Zoma-Khat. He'll act after all of you had your turn.
Heir de Bonaire |
I won't miss it just because its a skeleton, I won't miss it just because it's a skeleton...Picture the femur as a board....
Heir throws a snap kick to the femur, starting at purple and moving on to the next one if he actually manages to land a good blow
attac: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d6 + 1 ⇒ (6) + 1 = 7
attac: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d6 + 1 ⇒ (1) + 1 = 2
attac: 1d20 + 0 ⇒ (11) + 0 = 11 damage: 1d3 ⇒ 1
Jurgen, The Huntsmaster General |
"You're some kind of spellcaster now? Fancy yourself a hotshot necromancer? Let's see how hot you like it."
Jurgen tosses an alchemist's fire in his face.
to hit, PBS: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
fire: 1d6 + 1 ⇒ (2) + 1 = 3
Araklifest |
Araklifest steps up to the undead who voices his contempt. He swings his mace, but it seems he has overstept as he misses the critter by far.
attack: 1d20 + 5 ⇒ (1) + 5 = 6
GM Woran |
Heir: Misses...
Jurgen: Thros an alchemists fire against the nasty looking skeleton. It breaks against its form, scorching it a bit.
Araklifest: Puts on a brave show, but totally misses his attack.
Zoma-Khat: Sees Heir being boxed in by skeletons, and sends a blast at blue.
Electric Blast (vs touch): 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Asar: "You shall be my first sacrifice."
disarm: 1d20 + 9 ⇒ (17) + 9 = 26
He has improved disarm, so does not provoke
Araklifests mace skitters off into the distance.
Skellies: all bunch op on Heir.
claw yellow: 1d20 + 2 ⇒ (14) + 2 = 16
claw yellow: 1d20 + 2 ⇒ (16) + 2 = 18
claw green: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (4) + 2 = 6
claw green: 1d20 + 2 ⇒ (5) + 2 = 7
claw blue: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
claw blue: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
claw purple: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
claw purple: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Initiative
Round 2
Skellies
Araklifest
Zoma-Khat
Heir 6 damage
Jurgen
Asar 3 damage
Everyone can act!
Jurgen, The Huntsmaster General |
the fire continues to burn!: 1d6 ⇒ 5
"Tut tut tut. Trying tricksy tactics like that? Let me give you a good look at this fist, see if you can disarm that."
Jurgen raises his cestus-enclosed hand up at the skeleton, and then gives Araklifest a tap while murmling some arcane words, casting Vanish, so that Asar can get an unobstructed look at a flipped bird.
Unless Asar has some really special abilities, disarmed items would fall on the ground at the erstwhile wielder's feet, but picking them up would provoke. However, unless Asar can see invisible things, Araklifest is free to pick up his mace with impunity as a move action, still leaving him a standard action.
Heir de Bonaire |
Heirs going to get a little fancier and try a spinning kick the skulls.
leg 1 attack: 1d20 + 3 ⇒ (6) + 3 = 9 damage: 1d6 + 1 ⇒ (4) + 1 = 5
leg 2 attack: 1d20 + 3 ⇒ (11) + 3 = 14 damage: 1d6 + 1 ⇒ (5) + 1 = 6
bite attack: 1d20 ⇒ 1 damage: 1d3 ⇒ 3
and step out of flank
Araklifest |
Araklifest silently picks up his mace, slightly embarassed hoe easy it was to get disarmed! With the mace, he slips around the undead, trying to come in flanking position for his next attack.
GM Woran |
Jurgen: Gets into position and Vanishes Araklifest
Heir: Goes all out, kicking and biting, but the skeletons are just too fast.
Araklifest: Grabs his mace and gets into position.
Zoma-Khat: Again tries to save Heir from a skeleton.
Electric Blast: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
But Zoma also struggles with the skeletons agility
Asar: Unfazed by being on fire, the skeleton advances on Jurgen. "Very well, you have chosen your fate."
power attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 11 ⇒ (8) + 11 = 19
Skellies: Keep up their party with Heir, mindlessly shuffeling forward.
claw yellow: 1d20 + 2 ⇒ (16) + 2 = 18
claw green: 1d20 + 2 ⇒ (15) + 2 = 17
claw green: 1d20 + 2 ⇒ (4) + 2 = 6
claw blue: 1d20 + 2 ⇒ (13) + 2 = 15
claw blue: 1d20 + 2 ⇒ (15) + 2 = 17
claw purple: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 + 2 ⇒ (4) + 2 = 6
claw purple: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative
Round 3
Skellies
Araklifest
Zoma-Khat
Heir 10 damage
Jurgen 19 damage
Asar 8 damage
Everyone can act!
Araklifest |
Popping out of invisibility, Araklifest swings his mace with force, attacking the undead leader in the back. He hits the critter square in the back.
attack: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Heir de Bonaire |
attack: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d6 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 + 1 ⇒ (6) + 1 = 7
attack: 1d20 ⇒ 6 damage: 1d3 ⇒ 2
heir actually connects!.... and of course knocks out a tooth. It was a loose tooth too...