| Taeral |
"That sounds like a good plan, Malleck"
Once all the lights are extingished or hidden, Taeral opens the door slowly and peers into the room.
He does a count of the Shrieker(s), gives a hand signal to the rest that can see in the dark of the count, and then moves slowly into the room toward the Shrieker(s) to take a strike position.
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;
| Grymp |
Taeral opens the door. You are entering through a door in the middle of the north wall of this 15x15 room. The room is entirely dark. In the southeast corner of the room you can see a single large mushroom just sitting there, loving the darkness and quiet.
There is a door in the middle of the west all.
Taeral starts stealthing towards the shrieker. Once he is within 10' of the shroom it commences a horribly loud shrieking sound.
I need Fort saves from anyone within 30' of the shrieker
Save DC 11 or take sonic damage of:
Sonic: 1d4 ⇒ 4
Taeral then rushes over and strikes the shrieker dead. Despite being dead, the shriek itself continues.
What would people like to do?
Shriek: 1d3 ⇒ 2
| Taeral |
Well that didn't go as I expected :)
Fort: 1d20 - 2 ⇒ (3) - 2 = 1
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;
| Grymp |
Well that didn't go as I expected :)
[dice=Fort]1d20-2
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;
Neither did that save I'll wager.
| Shade - Vosil's Eidolon |
Fort save: 1d20 + 3 ⇒ (4) + 3 = 7
"Owwww!!! I thought you types could be sneaky!" Shade glares at Taeral.
"What was the lesson? Exposure brings death? Time to leave!"
She runs to the door and opens it to leave.
Move action to the door, ready an action for any trouble.
| Vosil Comarenza |
Safely out of range, Vosil winces as he hears the alarm. He hangs back, waiting to see what trouble they have attracted.
| Taeral |
Taeral sees Shade's beak moving, but can't hear a thing other than the shriek.
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;
| Gertrart aka Blood Desecrator |
"Are my ears ringing or is that shrieking coming from another source? Gertrart waits for the heavies to proceed through the next door.
| Grymp |
Shade throws open the door at your end of the corridor just as a number (unsure just yet) of wet humanoid figures tear down the door at the far end of the 15' corridor.
Knowledge (religion) to figure out what they are and such.
Initiative:
Taeral -
Solomon -
Xeram -
D -
Mordecai -
Gertrart -
Malleck -
Vosil -
Those in bold are up! The shrieking is still coming from the dead mushroom, so no chatting!!! And if you move up to be within 30' make your Fort save for shrieking damage. Once you save, or take damage once, no need to keep doing it.
Mordecai: 1d20 - 1 ⇒ (16) - 1 = 15
Gertrart: 1d20 - 1 ⇒ (15) - 1 = 14
Malleck: 1d20 + 1 ⇒ (9) + 1 = 10
Solomon: 1d20 + 3 ⇒ (16) + 3 = 19
Taeral: 1d20 + 4 ⇒ (18) + 4 = 22
Vosil: 1d20 + 3 ⇒ (6) + 3 = 9
Xeram: 1d20 + 2 ⇒ (17) + 2 = 19
D: 1d20 + 0 ⇒ (15) + 0 = 15
| Taeral |
Kn Religion: 1d20 + 1 ⇒ (9) + 1 = 10
Taeral swings his lute from across his back and starts to beat out a rhythm on it's back to help counter the shrieking effect.
Perform (percussion), Counter Song: 1d20 + 10 ⇒ (6) + 10 = 16
Well we'll see if this helps the others as they come closer.
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Counter Song (DC16), 1 rd;
| Grymp |
Taeral they look like watery humanoid figures to you.
On the plus side, as this is a sonic Attack, this is an absolutely textbook situation for countersong, and a 16 beats the DC, so everyone can safely enter the area, but still please, no verbal communication as it's awfully loud in here.
| Malleck of Alerion |
im sure the kid mentioned them...
-Posted with Wayfinder
| -Mordecai- |
Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Mordecai winces as the shrieking begins, but isn't otherwise affected. Then he sighs as he remembers the boys words about what will happen next.
| Gertrart aka Blood Desecrator |
kn rel: 1d20 + 5 ⇒ (6) + 5 = 11
| Xeram |
Xeram isn't risking getting hurt by a shrieking plant. Which is what the muscled compatriots are for. ^^
"This is a new one, Malleck you can weed that shrieking thing safely this can't you?"
Xeram readies a jolt spell in case any of the humanoid things come close.
| Gertrart aka Blood Desecrator |
Gertrart looks at the humanoids, looking for the best opening to an tendon or artery.
| Taeral |
Taeral starts yelling something, but all the shrieking is blocking out the sound.
Yes I know I did not make my knowledge check. LOL
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Counter Song (DC16), 1 rd;
| Grymp |
So it turns out I have no real idea how to run Solomon. We'll have him delay.
The 4 humanoids come up the hall, each wielding great axes. With Shade blocking the hall, only the lead one can Attack Shade.
Greataxe: 1d20 + 5 + 2 - 1 ⇒ (16) + 5 + 2 - 1 = 22
DMG: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Shade, make a Fort save DC 12 or be nauseated for 1 round.
Taeral -
Solomon -
Xeram -
D -
Mordecai -
Gertrart -
Malleck -
Vosil -
Effectively all of you are up. Folks who went at the beginning of round 1 can go again, and I'll adjudicate so that the last people go first and such.
| Gertrart aka Blood Desecrator |
If shade has us bottle-necked how many to I provoke from to enter the room? With an effective HP in single digits, I will delay until I can get in without provoking AoO.
| -Mordecai- |
Knowledge (religion): 1d20 + 3 ⇒ (11) + 3 = 14
"...!" Mordecai tries to instruct his comrades, but his voice drowns beneath the horrible shrieking.
He moves closer, and draws power from his blood, making the floor slippery under the enemy.
Cast Grease, DC 17
| Malleck of Alerion |
Yup. will just ready an attack action when he can swing, since the path is blocked
| Taeral |
With the shrieking continuing, Taeral also continues his countersong.
With the corridor creating a bottleneck, he pulls out the extract Solomon gave him earlier and downs the contents.
Solomon's CLW Extract: 1d8 + 2 ⇒ (2) + 2 = 4
Free Maintain Performance, Move Retrieve Extract, Standard Drink
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Counter Song (DC16), 1 rd;
| Grymp |
It's not you that are bottled up, it's them.
You are either in the hall outside the shrieker's room, or inside the shrieker's room. Off the shrieker's room is the corridor to the room the wet men, which Modecai identifies as "Draugr", came from. Shade is standing in the mouth of THAT corridor at your end, thus bottling them up.
You can have three of you fighting the lead one,but two of you will have a cover bonus to contend with, but really it seems a strong defensive position you're in to me, Shade saved the day by opening the door, otherwise the Draugr knock the door down and swarm the room.
D1 Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
D2 Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
D1 Will: 1d20 + 3 ⇒ (17) + 3 = 20
The first two Draugr in line drop to the ground in the grease, and the lead one is not dazed.
| Malleck of Alerion |
Attack 1: 1d20 + 7 ⇒ (14) + 7 = 21
Damage 1: 1d10 + 4 ⇒ (6) + 4 = 10
The dhampir swings his sword at the creature!
-Posted with Wayfinder
| Grymp |
Malleck gets a solid hot against D1.
Mordecai, Draugr are undead, so there's some info for you.
D1 - 10 DMG
| Shade - Vosil's Eidolon |
Shade's snarl of anger is almost audible even over the shrieking, as she claws at the remaining undead; aiming to make them just plain dead.
Bite: 1d20 + 2 + 3 - 1 ⇒ (20) + 2 + 3 - 1 = 24
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Claw: 1d20 + 2 + 3 - 1 ⇒ (5) + 2 + 3 - 1 = 9
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Claw: 1d20 + 2 + 3 - 1 ⇒ (7) + 2 + 3 - 1 = 11
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Confirm Critical, Bite: 1d20 + 2 + 3 - 1 ⇒ (16) + 2 + 3 - 1 = 20
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
| Grymp |
Shade needed a Fort save:
Shade Fort: 1d20 + 3 ⇒ (8) + 3 = 11
Unfortunately Shade is nauseated and can't attack.
| Vosil Comarenza |
Oh, I missed that! Grr.
Sensing Shade's distress, Vosil dismisses her back to the ether whence she came.
| Vosil Comarenza |
I can summon something to fill it next turn. It'll take a turn for the undead to get back up, anyway, being greased and all, so no harm done
| Malleck of Alerion |
No plugging, just making more holes in them. anywho, to give them a better shot, he will take her place, full defence. For a total AC of 24
| Grymp |
Taeral - Start countersong
Solomon - Delay
Xeram - Cast Daze
D - moved forward, first one attacked Shade
Mordecai - Casts grease, D1 and D2 fall to the ground
Gertrart - Delaying
Malleck - Attacks and hits D1, and 5' step as...
Vosil - Unsummons Shade
At the end of Round 1, the shrieking stops. D1 and D2 are prone, the floor is greased for the first 10' in the hall, and Malleck is standing in the doorway at your end, but not Total Defense, as he had attacked D1.
Gertrart can still take a Round 1 action.
Round 2
Taeral -
Solomon - Delay
Xeram -
D -
Mordecai -
Gertrart -
Malleck -
Vosil -
| Grymp |
Looking ahead a bit, and to keep things moving, when the Draugr go, the lead one will attempt to stand. That provokes from Malleck.
Attack 1: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Damage 1: 1d10 + 4 ⇒ (10) + 4 = 14
Malleck destroys D1!
D2 also attempts to stand:
D2 Reflex: 1d20 + 1 ⇒ (14) + 1 = 15
And falls to the ground.
D3 attempts to move through:
D3 Acrobatics: 1d20 + 0 ⇒ (18) + 0 = 18
And successfully gets to the front of the line next to Malleck.
The rest of the party can go too.
| Taeral |
if there is room, Taeral moves up to the side of Malleck and attacks the Draugr, hoping to aid Malleck in his attacks.
Attack to Aid to Hit, Malleck: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Aid is unsuccessful, maybe next time
----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;
| Gertrart aka Blood Desecrator |
Gertrart steps up next to Mallek and swings at one of the downed humanoids.
Falchion: 1d20 + 3 ⇒ (15) + 3 = 18, sliiiice: 2d4 + 4 ⇒ (2, 3) + 4 = 9 R1
Falchion: 1d20 + 3 ⇒ (2) + 3 = 5, sliiiice: 2d4 + 4 ⇒ (4, 3) + 4 = 11 R2
| -Mordecai- |
The grease keeping the pressure off the front line, Mordecai call Asmodai to guide Malleck's strikes.
Cast Guidance on Malleck, +1 on next roll
| Malleck of Alerion |
Swing!: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Mslleck takes a swing at the creature that is now standing
-Posted with Wayfinder
| Grymp |
R2 Vosil?
R3 Taeral, Solomon, Xeram?
Taeral - Aid another on Malleck failed
Solomon - Delay
Xeram - Magic Missile on D1
Draugr - D1 attempts to rise and is cut down by Malleck. D2 attempts to rise and can't. D3 moves up to in front of Malleck.
Mordecai - Casts Guidance on Malleck
Gertrart - Swings at D3 and misses
Malleck - Swings at D3 and hits
Vosil -
Round 3
Taeral -
Solomon - Delay
Xeram -
Draugr -
Mordecai -
Gertrart -
Malleck -
Vosil -
D1 - 28 DMG
D2 - Prone
D3 - 12 DMG
D4 -
| Grymp |
I assume Xeram means D3, as D1 is out of the fight?
With shooting into melee and soft cover (Malleck), Xeram's blast will miss.
| Vosil Comarenza |
Vosil sighs at the inconvenience of the -temporary - loss of his soulmate and summons something else to aid him: a shadowy, insubstantial thing with... wings? The darkness and the thing's amorphous form make it hard to be sure.
Summon Monster I, standard action, duration 2 minutes - summoning a Shadow Eagle; summoned into a flanking position against D3.
| Grymp |
That will put the eagle In the hallway, and I believe it gets an Attack. It is flanking with Malleck.