Jalal Hammada |
Jalal steps up to the elemental and swings again. "It does not belong in this house, Gorguk!"
5 foot step SE
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Gorguk |
I understand that, Gorguk grunts as he focuses on the combat. That doesn't mean. Can't accept surrender and turn her over to the authorities. Yet if she does not take this final offer then she will get no mercy from other than a swift end.
Alzaar Na' Keth |
Alzaar slashes again with his scimitar, hoping to harm the thing, and then takes a five foot step to the right.
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
The_Golden_Mummy aka DM |
Alzaar's blade connects, but it cuts through the creature's sand form without effect.
Round 3:
The elemental sneers in anger, You are the trespassers! I shall kill you all!" It pulls back its fist and punches Gorguk in the face, breaking it and causing blood to flow out of it!
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
DC 14 Will save, Gorguk or fall asleep!
Gorguk's save and if successful, Gorguk, Rhade, and Jalal.
Jalal Hammada |
Jalal raises his morningstar, but then shouts, "Glifortius, aid me!" A translucent armored elf appears beside him for an instant, shouting and pointing to the elemental. Though you hear no sound, Jalal nods quickly and anticipates the elemental's movement. He brings his weapon down onto the woman.
Attack (Sacred Council): 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 1d20 + 3 ⇒ (7) + 3 = 10
Gorguk |
will save 1d20 + 5 ⇒ (12) + 5 = 17
Gorguk takes the blow solidly and reels slightly as a drowsiness threatens to overcome him. Shaking off the effect Gorguk lays a hand on himself to heal some of the damage dealt by the sand woman.
1d6 ⇒ 1 So underwhelming.
Not slacking in his efforts he bashes again with his shield at the sand woman. So much for the easy way. Now we finish this.
Shield bash power attack 1d20 + 6 ⇒ (11) + 6 = 17 for 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
The_Golden_Mummy aka DM |
Jalal and Gorguk's bludgeoning blows destroy the elemental! Rhade wakes up Kakra. Buried in the sand of the courtyard are a few treasures that Heshsharu has collected from its victims over the years, including a suit of +1 scale mail, a +1 light crossbow, five cold iron crossbow bolts, 10 regular crossbow bolts, a gold holy symbol of Sarenrae (worth 25 gp), 3 pp, and 37 gp.
Now where to???
Summary:
B11: Brightly colored columns stand in the four corners of this foyer. You see 3 skeletons standing in the middle of room standing guard, looking toward the entry.
To the north the dining room (B17): An enormous stone table, the marble top polished and smooth, runs parallel to the west wall of this large room. A much smaller stone table stands in the east side of the room. Splintered piles of dust and wood lie in the corners and along the walls — the only remains of chairs after untold years. A strong, fetid stench pervades the room.
To the south a parlor (B12): Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter.
Chapel to the far east (B16).
Gorguk |
Gorguk LoH again trying to heal the wounds that the sand creature left. 1d6 ⇒ 3 better than last time at least.
Gorguk looks at the holy symbol of Sarenrae and goes to his knees in silnet prayer for the one that had worn this and fallen to the sand woman. Even though he did not know the individual personally the owner was a follwer of his faith and for that Gorguk acknowledges his/her passing.
After his prayer is over he stands back up and dusts the sand off of himself before looking around at the rest of the area. The skeletons standing still give him pause but they do not react to their presence or move to threaten the group. Gorguk does a quick detect evil though to see if there is a stronger power guiding them that he can not see. It should be Rhade but nothing is ever so easy as it appears. Perhaps you and Kakra hang back and attack from range while while ambush them in here.
Gorguk |
Gorguk will let everyone know that we are surrounded by a den of evil!!!
Whatever action we take must be somewhat discreet as we are surrounded by evil right now. Perhaps it would be better to go north an clear that area first. That way we will not have to worry about our backs as we progress onward. If you want to take out the skeletons though I would suggest that someone watches our rear closely.
Jalal Hammada |
Jalal points to the skeletons. "If we are going to fight evil, then I suggest we start there. The undead should not be allowed to continue. Besides, that is the front door. If something unexpected happens, we can try to go out that direction."
Gorguk |
Gorguk switches it armors and then nods to Rhade. I will go first and try to draw them out. Once engaged I will make a fighting withdrawal so that you may all ambush them.
Once people are in position Gorguk will rush forward and smack the closest one with his shield.
Partial charge in the surprise round with power attack shield bash 1d20 + 6 ⇒ (8) + 6 = 14 for 1d3 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Jalal Hammada |
Jalal nods and steps up near the doorway. He waits until Gorguk retreats back to join the battle.
Alzaar Na' Keth |
Alzaar stays near the casters, ready to trip anything that comes near to keep them safe.
The_Golden_Mummy aka DM |
Gorguk Perception: 1d20 - 1 ⇒ (8) - 1 = 7
As Gorguk steps in the room, he fails to notice the front doors of the manor suddenly open up and then just as quickly, the house’s front doors
slam closed, held fast. A woman’s voice (the same voice you heard when you passed the gate, cries out in Ancient Osiriani, “They’re inside! Protect the family!” and another voice shouts, “It’s too late! Save yourselves!” Screams and the clash of arms fill the air.
Gorguk, need a Will save from you.
The_Golden_Mummy aka DM |
That was enough. Gorguk resists the effects of the haunt, as the sounds of the ghosts from the past fades and he proceeds with his task and bashes into little parts one of the skeletons. The two others turn to attack.
Initiative:
Enemies: 1d20 + 6 ⇒ (12) + 6 = 18
Alzaar: 1d20 + 3 ⇒ (7) + 3 = 10
Gorguk: 1d20 ⇒ 1
Kakra: 1d20 + 2 ⇒ (16) + 2 = 18
Jalal: 1d20 + 2 ⇒ (6) + 2 = 8
Rhade: 1d20 + 1 ⇒ (6) + 1 = 7
Round 1: Skeletons!
Both skeletons wield broken khopeshes in their hands but none of their attacks come even close to harming the paladin.
Khopesh: 1d20 ⇒ 14
Claw: 1d20 - 3 ⇒ (9) - 3 = 6
Khopesh: 1d20 ⇒ 1
Claw: 1d20 - 3 ⇒ (12) - 3 = 9
Party is up. I assume this will be a quick fight, so will not bother with combat maps. They're skeletons...with 4 hp each! LOL..
Jalal Hammada |
Jalal waits by the doorway for Gorguk to draw the skeletons closer.
Jalal steps out and swings his morningstar at one of the skeletons. "Pharasma take you!"
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Gorguk |
Seeing one of the skeletons go down in a pile of dust to his blow Gorguk turns to one of the others and smashes it as well with his shield. 1d20 + 4 ⇒ (16) + 4 = 20 for 1d3 + 3 + 2 ⇒ (3) + 3 + 2 = 8
With a second skeleton dropping from his last attack Gorguk steps back from the skeleton to draw it in to the ambush with Jalal and the rest.
I don't know exactly where you are Jalal to my location or how far back. I am thinking that by taking a 5ft step back that would bring them into melee range at least but perhaps with cover? If this assumption is wrong than Gorguk will move backwards drawing the AOO. Its times like these I wish I had 2-weapon fighting. Perhaps cleave is in order for next level.
Rhade Poshment |
Rhade fires an Acid Splash at the remaining skeleton. Not sure it is in melee or not, but I will assume it is. If not, please add four to my attack roll.
Ranged Touch attack 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage 1d3 ⇒ 2
Alzaar Na' Keth |
Alzaar darts forward and tries to trip the last skeleton with his whip.
Trip Attempt: 1d20 + 5 ⇒ (12) + 5 = 17
Gorguk |
Gorguk takes full advantage of the downed skeleton trying to rise and places the shield on its skull forcing it into pieces with a strong blow.
power attack shield bash 1d20 + 5 - 1 + 4 ⇒ (6) + 5 - 1 + 4 = 14 for 1d3 + 3 + 2 ⇒ (2) + 3 + 2 = 7
The_Golden_Mummy aka DM |
The paladin's blow smashes the skeleton into pieces. There are no other threats around and the haunt that seems to be present has passed.
To the west (B12):
A large staircase climbs to the second floor from this room. Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter.
To the east (B13):
A large tiled pool sits in the center of this chamber, surrounded by sloping tiled floors. A few steps descend into the basin, which has accumulated a deep layer of sand on its bottom. Faded murals on the walls depict scenes of life along a river, with recurring themes of running water and aquatic life running through the artwork. In the northeast corner, a tarnished bronze spigot juts from the wall just above head level. Archways lead north and west, and a stone door stands in the eastern wall.
The other areas were discussed above. Where to now?
Alzaar Na' Keth |
After giving the current area a look over, Alzaar will check B16 thoroughly.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
He then moves into B18, and searches it just as thoroughly.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Once done, his intentions are to explore B7 and B12 before moving on.
Granted nothing of interest is found, anyway
The_Golden_Mummy aka DM |
B16:
Hieroglyphs and images of fantastic beings cover the walls of this small room. A small stone shrine, dusty and thoroughly defaced, stands against the eastern wall. It is a chapel dedicated to Abadar, Pharasma, and Sarenrae. It feels safe and clear of any evil.
B18:
A small dining room, perhaps for the servants, with debris strewn around, but nothing of interest.
B17:
An enormous stone table, the marble top polished and smooth, runs parallel to the west wall of this large room. A much smaller stone table stands in the east side of the room. Splintered piles of dust and wood lie in the corners and along the walls—the only remains of chairs after untold years. A strong, fetid stench pervades the room. An open, sand-filled hallway lies to the south, while an open doorway leads east.
The 20-foot-long table could accommodate well over a dozen guests. Half a dozen human skulls have been set upon the western table. Each skull is polished clean and balances atop a tarnished silver goblet standing on a
tarnished silver dinner plate.
As soon as Alzaar steps in the room, the six skulls levitate off the table!
Initiative:
Enemies: 1d20 + 2 ⇒ (8) + 2 = 10
Alzaar: 1d20 + 3 ⇒ (7) + 3 = 10
Gorguk: 1d20 ⇒ 6
Kakra: 1d20 + 2 ⇒ (7) + 2 = 9
Jalal: 1d20 + 2 ⇒ (14) + 2 = 16
Rhade: 1d20 + 1 ⇒ (7) + 1 = 8
Jalal and Alzaar go first.
Alzaar Na' Keth |
His whip already in one hand, Alzaar slides a dagger from his wrist sheath move action and launches it at the skull closest to him. standard action
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
He then cracks his whip.
It seems this family was the kind to leave house sitters when they were away!
Jalal Hammada |
Jalal steps forward and swings his sword. "Pharasma will put your souls to rest, spirits!"
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
The_Golden_Mummy aka DM |
Both attacks miss the tiny creatures, as the skulls fly off and 4 of them enter the elf's square and attack him! Three slam into him, bruising his ribs. Jalal gets AoO on one of them. If you hit and destroy it, ignore last attack.
Slam: 1d20 + 2 ⇒ (20) + 2 = 22
Confirmation slam: 1d20 + 2 ⇒ (11) + 2 = 13..no!
Slam: 1d20 + 2 ⇒ (17) + 2 = 19
Slam: 1d20 + 2 ⇒ (16) + 2 = 18
Slam: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 3d2 ⇒ (1, 2, 1) = 4
Two skulls attack Gorguk, who is flat footed, but they bounce off his armor.
Slam: 1d20 + 2 ⇒ (13) + 2 = 15
Slam: 1d20 + 2 ⇒ (13) + 2 = 15
Party is up!
Jalal Hammada |
AOO: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Jalal continues to flail about with his sword, hoping to cut down the flying skulls.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Gorguk |
What the hell are these things? Anyone know what best to used to kill them?
know religion assuming 1d20 + 4 ⇒ (5) + 4 = 9 Never mind looks like it is a normal attack then.
Gorguk forgoes using the shield to bash the skulls as he does not know which weaopn would do the msot damage. favoring the shield for defense he strikes out at one of the skulls with his scimitar.
power attack 1d20 + 4 ⇒ (4) + 4 = 8 for 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Blah
Rhade Poshment |
Basic knowledge roll with no modifiers. 1d20 ⇒ 13.
Rhade tries to target one of the unattended skulls with his acid blast.
Ranged touch 1d20 + 3 ⇒ (4) + 3 = 7
Damage 1d3 ⇒ 2
Minus four if they are all in melee.
Kakra |
Knowledge: Religion: 1d20 + 5 ⇒ (14) + 5 = 19
hmm, they are all within 30' if I do a single move, bet you can figure out what I'm going to do if that knowledge check reveals anything.
The_Golden_Mummy aka DM |
Summary so far:
Jalal smashed one head to bits
Gorguk and Rhade missed
Kakra knows following about Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey. Other than undead traits and the fact that they can fly, there's not much else to know. They have less than 1 HD are not resistant to channeling.
Waiting for Kakra and Alzaar's actions.
Kakra |
Channel: 1d6 ⇒ 1 No poof.
Kakra, once close enough to make sure all of the beheaded are in her burst, releases a wave of positive energy with the intention of stopping the heads dead in their tracks, however her burst of energy is less then impressive.
Alzaar Na' Keth |
Alzaar draws his scimitar and attacks the one closest to him.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3