| Keith S. |
We will assume all get across in 4 rounds.
Just in case you were counting.
The corridor stretches out 50 feet or so ahead of you, opening into a wider room.
If you go forward (and I hope you do, as that is sort of the point of a dungeon crawl) let me know what the party order is.
Luthor is still in. You can drop off Marchello if you want and we can assume he is tagging along somewhere far to the rear.
Az'Avis
|
We just need a high perception upfront. Anyone can find non-magical traps .. and magical traps normally have such high DCs that it doesn't matter at lvl1 to look for them, haha. But sure, go ahead. I can either take the back or be behind you.
Paewyn Temari
|
We just need a high perception upfront. Anyone can find non-magical traps .. and magical traps normally have such high DCs that it doesn't matter at lvl1 to look for them, haha. But sure, go ahead. I can either take the back or be behind you.
Oh dear... I think Paewyn has the highest perception in the group after Marchello, doesn't she? However she would make a very poor choice as point for the group, given that she's a sorceress and therefore likely to die if sneezed upon by a monster. :p
| Keith S. |
You cautiously move down the corridor a bit. A strong reek of rotting flesh fills your nostrils. You can hear snarling and snapping coming from the room as well.
30 feet from the entrance Rodgar can see into the room (randomly picked Rodgar to be on the right and have a better angle).
You can see bones strewn along the floor, and odd symbols in a dark brown pigment written on the walls. Two creatures are struggling over a scrap of bone - not quite fighting but not far from it either.
They appear to be malformed corpses, gray-green in color, covered in rot and pustules and boils. Their hands and feet are more like paws than human hands, yet they can stand on two legs apparently. Their jaws are distended and large, with plenty of pointy teeth.
They stand right at the 22 on the map. You are 30 feet from the entrance, coming in from the western (left) corridor. They do not appear to notice you at this moment.
Az'Avis
|
Avis and his snake charge the foul undead, using the brief moment of surprise to secure victory.
Snake: charge and if it hits, initiates a grab.
Attack:1d20 + 6 ⇒ (17) + 6 = 23
Grab:1d20 + 9 ⇒ (19) + 9 = 28
Damage:1d3 + 3 ⇒ (1) + 3 = 4
Avis: charge the same target as the snake, hoping the grappled condition makes it easier to hit.
Attack:1d20 + 6 ⇒ (18) + 6 = 24
Confirm:1d20 + 6 ⇒ (4) + 6 = 10
1d6 + 4 ⇒ (5) + 4 = 9 .. if it crits, +1d6 + 4 ⇒ (1) + 4 = 5 > 14.
Delphinia Elsabis d’Calathes
|
Finally something to burn! Assuming Az'Avis allows Delphina to move first. The young Oracle saunters up removes her gloves from her completely charred hands and arms and allows the fire to surge forth.
Burning Hands: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11
| Keith S. |
posting the DC of the save is helpful, for future reference. I think Delphinia has a DC15 for first level spells, but feel free to correct me if I am wrong.
Delphinia steps up and flames the things. The cone of fire hits both of them.
creature 1 save 1d20 + 1 ⇒ (8) + 1 = 9
creature 2 save 1d20 + 1 ⇒ (18) + 1 = 19
One creature tumbles backwards, pustules popping and hissing in the flames.
The second creature dodges some of the fire, but is swiftly grabbed and grappled by the snake. Avis rushes up and crushes the things skull, and it dies.
A spray of diseased pus erupts from the creature's boils and pustules as Avis whacks it.
Avis and snake both need to make a DC12 fortitude check.
| Keith S. |
I figured I was safe with saves of 9 and 19; having your DC just helps me out a bit on my end.
| Keith S. |
All are dead and quite quickly.
Az'Avis is good. His snake looks feverish, if that is possible for cold blooded critter.
You have a room to explore or a corridor to the south.
Paewyn Temari
|
Paewyn will make a moue of distaste as she steps over the splattered pus which exploded from the foul creature. "I hope that your companion will be alright, Az'Avis..." She goes over to the doorway of the corridor leading south and keeps a watch on it until her companions have finished searching or healing.
Take 10 on perception = 10 + 7 = 17
| Keith S. |
The symbols on the wall are daubed old blood (although probably fresh when it went on). They are some sort of old Thassilonian runes, but you are not sure what they mean.
Nothing else beyond old dead body parts can be found.
Yet you realize they are body parts. Not entire bodies pulled apart, but rather parts of disparate bodies.
Except for the two things. They are some sort of whole, undead, creature you have never seen before.
| Keith S. |
You explore to the south, coming to some stairs that drop down, then the corridor T's to the right (west). This is pretty much a mirror image of what you saw on the other side of the big room. The corridor also continues south after some stairs up (to your original elevation).
| Keith S. |
You head south in your normal marching order. Ten paces or so south of the steps, two arrows sail out of the darkness at Rodgar,
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (2) + 2 = 4
One bites into his flesh just above the bracer near his left elbow
1d6 ⇒ 1 damage to the rugged dwarf
Rogdar Stoneshield
|
He was shot at from outside his 60ft darkvision? Or was it from a trap? For now, I'll assume from down the corridor.
Rogdar snarls as an arrow pierces his armor at the arm. Cursing, he yanks the shaft out.
"Come out an' fight us ya cowards!" He calls down the corridor at the imagined foes.
Init: 1d20 + 2 ⇒ (15) + 2 = 17 (Init check if necessary)
When he can, Rogdar will move 20ft down the corridor, weapons drawn.
| Keith S. |
You were surprised or perhaps silhouetted against the light from your other party members.
At the edge of your vision, down the straight corridor, you see two figures with drawn bows.
Everyone can move further if you wish.
| Keith S. |
Assume Paewyn's mage armor is still active until this combat is over. One problem I have with pbp games is keeping track of time, or even looking back to see when a spell like mage armor was first cast.
The enemy is 60 feet away. Rodgar can run to get there but I think a charge is only 40 feet for him.
Rogdar Stoneshield
|
I intend to weather the storm as Rogdar moves forward. The way I see it, the foes can make one more shot before melee.
As such, Rogdar will double move forward (40ft, sorry, not the 20ft as mentioned before)
| Keith S. |
Ahead of you are two skeletons with bows. They continue to fire as you move forward. Sounds like everyone is crowding behind Rodgar.
1d20 + 2 ⇒ (16) + 2 = 18 to hit Rodgar
1d20 + 2 ⇒ (2) + 2 = 4 to hit Rodgar
They both miss. All characters may now go.
You are in a 10 foot wide corridor with guard niches on either side of them.
Rogdar Stoneshield
|
Not concerned with the darkness, Rogdar bellows out a laugh at the opportunity of combat, hurling himself at the two skeletons.
Waraxe attack: 1d20 + 6 ⇒ (9) + 6 = 151d10 + 3 ⇒ (9) + 3 = 12 Charge bonus included.
| Keith S. |
Rodgar's swing barely misses the thing.
Anyone else attacking?
Paewyn Temari
|
Paewyn launches a conjured orb of acid at the closest skeleton; she'll move a little closer to get them within range if necessary.
Ranged touch attack, acid splash, into melee: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Damage, acid splash, +1 focus, +1 trait: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3
| Keith S. |
A ball of acid splooshes onto a skeleton, staggering it and causing several ribs to fall off. It is clearly very damaged, yet still functional.
Rogdar Stoneshield
|
I'll do it.
Marchello charges at the other skeleton, heavy mace at the ready.
Perception: 1d20 + 3 ⇒ (11) + 3 = 141d8 + 4 ⇒ (5) + 4 = 9
I think those stats are right: +2 attack for str, +1 weapon focus; +1 damage due to trait, +3 dmg for using mace two handed.
EDIT: My bad. Forgot the +2 bonus for charging.
So:
Attack: 16 Damage: 9
| Keith S. |
Marchello shatters a skeleton. The other skeleton claws at Rodgar
1d20 + 2 ⇒ (14) + 2 = 16 to hit, but misses.
The party can go.
Rodgar and Marchello are in base to base contact with the skeleton in 10 foot wide corridor. The rest of the party is behind them.
Rodgar has guidance on him.
Rogdar Stoneshield
|
Disappointed by his previous effort, but noticing the effectiveness of Marchello's mace, Rogdar drops his waraxe and brings his warhammer to bear. He gives Delphinia an appreciative nod at the buff spell.
Warhammer attack: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (7) + 3 = 10
Damnit.