Keryth Tarathiel |
Couple of quick questions. Which bugbear is the remaining bugbear in the Init order? Keryth should be just ahead of him due to the readied action. Also, why do you have Keryth listed as taking 19 damage? He has only taken the 11 from the burning hands as far as I know.
Ballar Fargrim |
Sniffing the air, Bah! Som'thin 'burn'n?
Doing Acid causes Damage: 1d3 ⇒ 3
Jim Seeker |
Jim, quite dissatisfied that the fire-tossing bugbear is still gleefully bouncing about, attempts to remedy the situation with punching.
Unarmed Strike: 1d20 + 7 ⇒ (15) + 7 = 22, Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Billy Mann |
Billy watches coolly as the group gangs up on the sorcbear, circling counterwise to find an open shot and with arrow nocked in case he's still standing. "Hey, Fluffy! You smell any more of these bugbear things hiding in the room?"
Circle around to avoid sorcbear having cover. Ready one shot for if sorcbear is still standing after everyone's attack. In case Fluffy wants to take the time to sniff things out, here comes three checks (not sure which one to use)
Intuition: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 - 5 ⇒ (1) - 5 = -4
Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Keryth Tarathiel |
Round 3 Init 6
Keryth smiles as his acid dart disrupts his spell casting opponent's own spell. Sticking with the tactic, Keryth readies another acid dart.(readied action to cast acid dart at spellcaster bugbear when he attempts to cast a spell, using 5' step if necessary)
acid dart (vs touch ac): 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 2 ⇒ (4) + 2 = 6
critical threat: 1d20 + 4 ⇒ (8) + 4 = 12
critical damage: 1d6 + 2 ⇒ (3) + 2 = 5
Status & Effects
AC: 12 HP: 21 of 32
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
round 3…end
Unable to vanish, the sorcerbear stands dumbfounded when he realizes there are several angry armed men coming toward him, and one large cat!
Ballar hit the sorcerbear with a glob of robe jelly, and then Teirist lands a cutting blow. The sorcerbear staggers but does not fall. Keryth lifts his hands and takes aim, waiting for the right moment, but Jim dances in, Iflail spinning madly, and knocks ythe sorcerbear into next week. The blow strikes the Bugbear Sorcerer so hard, small birds momentarily appear above his head, and the n the sorcerbear topples backward to the ground, dead.
Battle is over. Going to the discussion thread to award XP now
Billy Mann |
Billy takes a moment and waits for Fluffy to sniff out any more magickery bugbears. Once certain they're done for now, the ranger squats and digs out 3 arrows from a spare quiver in the backpack to refill the regular arrow quiver he's been using. He most meticulously fluffs the arrows, to make sure they won't stick to each other and mar his future awesome arrow shooting performances.
Satisfied, he looks to the party, and makes an insightful observation. "Ooh, some of you got burned!"
Ballar Fargrim |
Ballar sniffs the rancid air of burnt bear flesh then stretches the mask from his cloak over his nose, This must be one o'tha lich's lock'r rooms.
Taking out his water skin of blessed water he pops off the top and hands it to the pale wizard, Take a swig o'tha friend, it'll clear up those blemishes in no time.
Stepping over to Jim, the dwarf retrieves a wand from one of his pockets. Folding his arms and tapping a finger on the wand Ballar looks at the monk, trying to decide if he needs to use a charge of his wand. Looks like ya could use some o'those waters too Jim.
As Ballar waits to see how the bubbly waters fare on his comrades, the dwarf squats down to give Fluffy a good scratch under the chin.
Gives a dose of healing water (4 ounces) to Keryth to heal 3d4 hit points - go ahead and roll it |
Keryth Tarathiel |
Keryth takes the water and gives it a sniff. I don't suppose it is Perrier by any chance? Shrugging his shoulders he takes a drink. I guess we are roughing it hmmmm?
3d4 ⇒ (2, 2, 2) = 6
HP 27 of 32
Jim Seeker |
"I got this. I just need some of this bubbly sports drink." Jim says as he starts chugging his waterskin.
1 dose: 3d4 ⇒ (4, 4, 4) = 12 Well... okay then.
Keryth Tarathiel |
Keryth looks over at Jim. Seems you got the Perrier.
Wiping his mouth, Keryth comments to Billy, I don't understand how you escaped the fire. You were standing right where the flames should have gotten you too. Keryth squints his eyes at Billy, trying to determine if something strange is afoot.
Billy Mann |
Billy looks back at the elf wizard innocently. "Why, the bearguy must have noticed my dash and charm and selectively avoided marring me."
You've got me going all Sun Tzu and drawing burning hands boxes. I think he misses me, or he'd have to miss some of you and get the one who tried to attack me.
Ooh, if he had taken 5' south, I think he could've included me too with a westward blast! Good think it was a sorcbear and not a wizbear. All charm, no brains.
Jim Seeker |
"Huh. I hadn't thought of that. I guess you might be all those things in the eyes of a bugbear." Jim shrugs.
Billy Mann |
Billy puffs up at Jim's compliment. "That's right! I am all those things in the eyes...HEY!" The beaming look turns to a frown as the ranger worked out what the monkman said. He gives the sorcbear body a kick, and then realizes no one has checked the bodies yet.
So he does. Check the bodies of the recently deceased, that is.
Ballar Fargrim |
Turning to the wizard, Ballar matter of factly states, Tis a bubbly mixture o'pres-tine spring wat'r en-fus'd with tha heal'n en'rgies o'Cayden. Holding the wand threateningly the dwarf continues, Tha encan-tacion is like'nd ta ya favorite ale. Ya do like ale, don't ya? Ballar pokes the tip of the wand on the wizard's chest.
CWL's Fantastic Wand of Spiritual Heal: 1d8 + 1 ⇒ (5) + 1 = 6
Heal's Keryth spending one charge: 39/50 left
Keryth Tarathiel |
Keryth furrows his brow as he tries to figure out what Ballar is saying through his thick accent. After a moment to sort it out he replies, I prefer wine actually...
HP 32 of 32
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Teirist approaches the bags on the floor, and kneels beside them, prodding them gently with his weapon he turns them over once, then twice and when he is satisfied there are no hidden surprises he begins to look inside the sacks
There are four sacks and each weighs about seven to ten pounds. The sacks contain, gold, silver, electrum and platinum coins as well as a few small rubies, sapphires and emeralds. All together the treasure is probably worth close to two thousand gold pieces.
Meanwhile as Billy examines the bugbears, he finds a few copper and silver coins in a belt pouch on one of the bugbears (22 copper pieces and 9 silver pieces). While in a pocket of the sorcerbear’s robe he finds a long, very narrow metal tube sealed on one end by being folded and crimped while the other end has a cork stuffed in it. A message in common on the tube reads, “unidentified potion.”
22 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 4 doses, Jim has used 4 as well. Each water skill holds 8 doses in all
Ballar Fargrim |
Aye, well with a little tweak'n tha next batch'll be more to ya lik'n. In tha meantime, donna play with fire
Ballar steps over the metal tube and examines the contents.
Spell craft: 1d20 + 9 ⇒ (13) + 9 = 22
Keryth Tarathiel |
Very funny Ballar. And don't go changing things on my account.
As the contents of the sack are revealed Keryth raises an eyebrow at the electrum pieces. I haven't seen any of those in nearly two decades!
With nothing else of interest he looks expectantly at the others. Shall we carry on?
Teirist |
Teirist nods. "Been a long time for me too, odd, I thought they took them out of circulation. Surprised the Banking union allows them to remain in here." Teirist says as he flips an electrum piece over his fingers in a show of dexterity and sleight of hand.
"Yep, carry on, it's what we do." Handing the bags to Ballar to carry and noting where he stows them.
Billy Mann |
"Ooh, an electrum. You know, someone might pay more than actual coin value for such an antique coin." The ranger looks about and makes sure they did not overlook anything, and then hefts his backpack as he echoes the elves, "Carry on, carry on."
Ballar Fargrim |
Taking out his tourist brochure for the Infamous "A" Dungeons of The Lich Baroness It’Dupree MonStropidious, Ballar reads, Enjoy our many in house activities such as: pool games, compete'n basketball an volleyball tournaments, improve ya golf swing, orr take dance classes. Orr, ya might pref'r a history lecture, play'n cards (Bridge is especially popular) or bingo, learning napkin-folding an'flower-arrang'n, bidd'n on items att'n art auction, play'n trivia, watch'n a cook'n demonstration or sipp'n wine at a wine-tast'n. Folding the brochurer back up, he adds, Well, we've done some o'tha things list'd...but thar's still a lot ta do. Let's at least 'ang 'round 'ere for tha wine tast'n, giving the wizard a nudge, eh Keryth!
Teirist |
Teirist looks at Ballar like he just grew a second and third head.
"When did we do any of those things?" he asks, still looking like Ballar lost what little is left of his mind.
Jim Seeker |
Jim remarks off-handedly while fiddling with his IFlail, "Probably while you were dancing with the bugbears. You sure do take your time with those things." He turns his IFlail this way and that, trying to find a grip that doesn't kill his reception.
Ballar Fargrim |
Ballar scratches his head, Wha 'bout tha football game... we did tha, right? Then there were those puzzles.... He takes out his brochure again and disappears into a corner, mumbling to himself about what's been done and what's still left to be done.
Keryth Tarathiel |
Keryth does his best to avoid direct eye contact with Ballar, instead focusing his attention upon the two doors. Any preference as to which we open first?
Billy Mann |
Billy sighs in relief. "Glad I didn't miss the wine tasting. Did you see any recommendation boxes? I noticed you didn't mention any beer, ale and mead tasting in that brochure."
The dashing archer frowns at the elf wizard for interrupting such an important conversation as any involving alcoholic beverages. "Does it matter? I assume we'll open both anyway. That is so like an elf, being indecisive about little things like that."
Keryth Tarathiel |
I don't think you understand "interupt" or "indecisive". Please, explain to me how I interupt a "conversation" that wasn't happening until after I posed my question?
And it is funny you speak such slander while actively avoiding making the very decision you derided me for not making.
Gesturing at the two doors Keryth remarks icily, After you.
Billy Mann |
Billy shakes his head at the clearly incoherent ramblings of the elven wizard. "Please, allow me." He stands before the two doors, stares at them for a moment while muttering to himself, "een, mee, mine, mo...er...een, mee, mine..." The brilliant decision maker then straightens, and points to the door on the right. "This one first." He looks to the resident dwarf. "Are you our trap tripper?"
Teirist |
Tierist produces his business card that says,
Tierist Rolodiir
Trapsmith, Locksmith, Butcher
Proud member of Adventurer's Union #2483
Proud member of Butcher's Union #2
Proud member of the Traps and Locks Union #662
As he slips the card back into some unseen pocket he turns and examines the door on the left.
Hah!
Perception: 1d20 + 10 ⇒ (7) + 10 = 17 +2 to find a trap and Trapspotter would also apply
Jim Seeker |
Jim tries to discern any traps on the left door as well. "Our butcher gets pretty lax about traps. Sometimes I have to back him up for all of our sake."
Intuition: 1d20 + 9 ⇒ (14) + 9 = 23
Teirist |
Tierist glares at Jim.
"Excuse me, I've always found the trap, it's the disabling of the trap I sometimes mess up...Didn't I hear they have a bigger iFlail, so you got last year's model?"
Tierist hums.
Jim Seeker |
Jim's eyes go wide and he looks down at his IFlail, suddenly realizing how fast it isn't. "Bu... wu... thu..." he stammers, trying to find some word that will comfort him.
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Examining the doors, Teirist and Jim both cannot find any evidence of traps on either door, however, the Good Wooden Door has an elaborate locking mechanism bolted to the frame
The DC to disable the lock of the Good Wooden Door is 33! Once disabled the door should open normally. The Strong Wooden Door does not appear to be locked or trapped, but is probably stuck and will require Strength to open (either a Take “20” and a roll of a d6 to see how long it takes, or a Strength Ability Check to try and kick it open in one go. A Strong Wooden Door requires a 23 on the Strength Check to open
Ballar Fargrim |
Still looking at the brochure, Ballar seems oblivious to the door dilema. Prob'ly would ' ave been some good vintages...
Jim Seeker |
Jim sets to disabling the lock. "I guess I'm getting this one."
T20 for 33?
Terquem |
poor, poor Jim...wait, no, poor, poor, everybody
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Jim goes to work on the lock. He hears
*click*
And then another
*Click*
And then
*SPRONG*
As the lock is easily defeated
There is a pause, a moment of silence, then faintly, from overhead comes the sound of several hundred small circular panels snapping open in the ceiling
*pop, pop, pop*
Followed by a distant roar, a rushing sound like a tumultuous water fall
*WHOOOOOSH*
And suddenly icy cold water comes spraying at tremendous velocity down upon everyone in the chamber
Each character is subjected to the trap, a Reflex Save, DC 20, can be attempted for half damage – this will reoccur for two more rounds, as you are not trapped in the room, after the initial torrent, you can run for the exit
Damage from Icy Cold Sea Water with nasty bits of coral, sand, pieces of shells and other ouch inducing bits and pieces: 3d6 ⇒ (6, 2, 4) = 12
Billy Mann |
Ref(Billy): 1d20 + 7 ⇒ (14) + 7 = 21
Ref(Fluffy): 1d20 + 8 ⇒ (17) + 8 = 25
"Run for your lives! The dungeon is sinking!" Billy screams as he races out of the chamber.
Jim Seeker |
Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 Why do I keep doing this with Reflex saves?
"I thought you found the traps, Teirist!" Jim cries in protest as he gets frosted. He makes for the exit hastily in a poor mood.
Keryth Tarathiel |
reflex: 1d20 + 3 ⇒ (20) + 3 = 23 6 damage
Keryth is surprisingly quick to make for the exit as the deluge begins. Even then, he is soaked by the chilling water. Looking very much like a drowned cat, and twice as happy about it, he begins using his magical abilities to dry himself off. prestidigitation
Don't play with fire he says...
Teirist |
Reflex, Trap Sense: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 Really? Really?
Teirist hears the trap go off but as he steps to the left to get out of the way, he realizes too late that Fluffy was already there and he trips over her, taking the full brunt of the rushing water, luckily for him, the water washes him out of the room.
HP 23/35
Ballar Fargrim |
The sound of water causes the dwarf looks up. Ah, bloody hell! Tucking the brochure back into his vest pocket however was a mistake. Unable to multi-task, the dwarf is forced to dance about on one leg. He was doing fine and just about to the exit, until the spin. Tripping, Ballar lands hard on the floor as the deluge of water pushes him toward the exit.
REflex: 1d20 + 2 ⇒ (16) + 2 = 18 - At least I did better than that other guy :P
MA moves for the exit | HP 19/31