Harrienys |
I'll try and stabilize Izabek, assuming he's still alive and hasn't done so already.
Heal: 1d20 + 2 ⇒ (16) + 2 = 18
Besides that I can't really do anything without healing potions, which I'm really hoping are in the heroes inventory >.>
David Trufant III |
Terq if you ever need help like this again drop me a message and I will be happy to help out :) now if you could just deactivate my guys from this game cause my "game" page is getting kinda crowded that would be much obliged :)
+1 Shortbow (+1 STR)
Long sword
Chain shirt
Heavy steel shield (8gp)
Tanglefoot bag (50gp)
Potion CLW (50gp)
2 arrows (1gp)
Silver light mace (25gp)
66 gold
Morningstar
Banded mail
Wand of cure light 3 charges
Potion CLW (50gp)
Scroll Bear Endurance(150gp)
Potion Enlarge Person (50gp)
Heavy Steel Shield (8gp)
42gp
+1 small crossbow
Chain Shirt (100gp)
Small (35gp)
Climber's Kit (50gp)
Gauntlet (2gp)
Tanglefoot Bag (50gp)
Alchemist Fire (20g)
1gp
The Gretch |
This place is not for you human
Touch Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d3 ⇒ 1
Ray of Frost
After the fighter falls, The Gretch pulls a tattered sheet of parchment from within his robes and incants the spells inscribed upon it over each of his companions. As he utters the final words over Eckowo, the parchments spontaneously combusts, crumbling to ashes and a foul smelling cloud of brimstone.
Infernal healing on Eckowo and Izabek. That taps me out of heal scrolls until I can scribe more.
Harrienys |
A tanglefoot bag requires a touch attack to hit with, automatically entangles the target and has a DC 15 reflex save to avoid being stuck to the floor. I would suggest the wizard carry them as they can complement his spellcasting. I can't use any of the gear, but I'd like a potion of CLW. Depending on whether we rest or not right now we should use the CLW wand for initial healing before the potions.
Eckowo |
Woot, I'm awake. Sorry about disappearing - I moved this weekend, and just got my computer set back up late last night, then spent most of the day unpacking. Current health is 4/13. The only loot I'm interested in is the shield.
As the infernal energies course through his body, Eckowo finally awakes. Once he does he jumps right back up with a growl, claws reaching, and he whirls around looking for a threat.
Only once he's spotted the adventurer's corpses does he calm back down and (mistakenly) thank Izabek. He then goes over to the corpses and kicks them over a few times, to see if they have any other loot on them.
Harrienys |
I check the doors for traps and locks, being very careful not to touch them :P.
Perception on the north door 1d20 + 6 ⇒ (6) + 6 = 12
Perception on the east door 1d20 + 6 ⇒ (2) + 6 = 8
Also, could someone heal me?
Well, that wasn't as effective as I'd hoped
The Gretch |
Carefully inventorying the loot from the deceased adventuring party, The Gretch uses a few pitons from the climbers kit to spike all three doors closed.
Casting Detect Magic, The Gretch will carefully separate out the items of interest.
The Gretch, will quickly file the scroll in his scroll box, with both tanglefoot bags and the alchemist fire being stashed in easily accessible locations within The Gretch's foul robes.
The potion of Enlarge Person and the climber's kit will go in The Gretch's backpack along the gold and the silver hammer, the enchanted shortbow and crossbow.
Waste not, want not, say The Gretch.
We never know what we will need, or when. What we do need is rest. The Gretch needs to refresh his magic.
Eckowo |
One would assume that before first entering the dungeon, they'd prepare them far enough in advance that the first rest can be cut short. On the other hand, we are 1st level, not seasoned adventurers, so it might not be the case.
Eckowo hefts the shield and tries it on. Then he tries a few swings with it. "It'll do," he grunts. He drops his backpack down to the ground, leans the shield on it, and begins riffling through it to produce a bedroll and some rations, which he begins to gnaw on.
Terquem |
Let’s say that the group rests for 48 turns, and is able to prepare spells. We’ll start keeping track of 24 hour periods required from this point on. I won’t roll for random encounters. Each character regains their level plus their Con Bonus in Hit Points after resting. Then you can choose a Door and start exploring again. I am setting you guys one full day ahead of the next party that entered the Dungeon, so there is no possibility of being jumped by them. BUT, I do need to be clear about what gear you are leaving behind in this room, as it will be there for others to find.
Terquem |
Turn 51
Ah yes, he did, and he found no sign of traps or locks on either door.
from the PRD, a Stone Door requires a Strength Check of 28 to open - it is probably going to take all of you acting together to push open the Door on the north wall, and let's just say you do that. Someone can go to the Discussion thread and roll a d20, Table II. C. to determine what you discover is on the other side of the door
Terquem |
please take a moment to get done with any healing you wanted to be done with before we move into this encounter
When you open the heavy Stone Door you see a strange monster in front of you. A grey, lip-less goblin head with serpent fangs sits atop the sinuous black body of a greasy-scaled snake.
Initiative for Goblin Snake: 1d20 + 2 ⇒ (17) + 2 = 19
Harrienys |
I'm just going to assume The Gretch drops an Infernal Healing on me and Eckowo
Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
I'll snipe with a starknife from behind the cover of the door
Attack roll against FFAC: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d2 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4
Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Eckowo |
Assuming the same thing...
Eckowo's tactics, as usual, are anything but subtle. He charges up to A20 and attempts to gore the snake-thing.
Attack: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Unsubtle does not mean stupid, though. He has his new shield out, and covers himself with it after his attack misses. AC 18 this turn
The Gretch |
Sorry for be quiet the last couple of days. The Gretch will have cast Infernal Healing on Eckowo and Harrienys. 10 HP back for each of you.
Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Seeing the goblin snake, The Gretch steps into the room, hugging the wall as he does so. Once more, a beam a blue energy darts from his outstretched finger, lancing towards his opponent.
Moving to C19, Ray of Frost
Touch Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d3 ⇒ 3
Terquem |
Turn 51, round 1
Eckowo, I didn’t see an initiative from you, did I miss it?
From the shadows a tiny knife strikes the Goblin-Snake, and it howls in pain, then slithers forward to stand directly in front of Eckowo.
Before the big brute can charge into the room, the Goblin-Snake belches a toxic cloud filling the area all around it with a sickening fume.
Special Attack: Goblin breath, all within 5 feet of the Goblin-Snake, must succeed at a Fortitude Save, DC 13< or be sickened for d6 rounds[/dice]
Immediately after the Goblin-Snake belches, The Gretch hurls a silvery cold bolt at the creature, and it hisses as it snaps its head around from the pain.
Finally, from just beyond the door, Izabek hurls a dart of electrical energy at the thing, adding to its pain, as Eckowo tries to gore the slithering monster but it wiggles to the side just in time to avoid the brutal assault.
End of Round 1
The Initiative count is
Harrienys 24
Snake 19
The gretch 15
Izabek 6
Eckowo (?)
The Goblin-Snake has taken 8 Points of Damage
Harrienys |
5 foot step away from the snake, sniping
Attack roll against FFAC: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d2 + 1d6 + 1 ⇒ (1) + (6) + 1 = 8
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Critical confirmation: 1d20 + 7 ⇒ (3) + 7 = 10
Aww...
Izabek |
Amending my attack since I did not see the creature had moved up, I used the map and saw he was still in the middle of the room. However, I do see you said he slithered up. I'll stay where I am if I still have lie of sight.
I will shoot another bolt of lightning at this creature, if still alive.
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 5
Eckowo |
Oops. No, I forgot to roll it. Initative: 1d20 + 4 ⇒ (12) + 4 = 16, which puts me after the snake. I'd have full attacked instead of charging if it were right next to me, but I'm not going to change it now.
Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19
Terquem |
you are able to deduce that neither door is locked or trapped, so that means they are Stuck.
A simple wooden Door requires a Strength Check of 13 to open.
I do not normally allow characters to "Take 10" or "20" on an open door strength check unless they agree to let me roll a d6 to determine how many times they hit the door before it opens, and that means you might not be able to surprise anyone on the other side
check the discussion thread for some mappy goodness