| DM Mothman |
The three feet high barricade is thirty feet away from the door you’ve entered through. Two of the skeletons stand immediately behind it (with crossbows) the other one is 5 feet beyond that, not directly behind the barricade at the moment.
You can fight across the top of the barricade (it provides cover) or move around it.
The entire floor of the chamber counts as difficult terrain due to all the rubbish – movement costs double, no running or charging.
| Harrigan Drange |
Harrigan barrels in, cutting to the side in order to go around the barrier. With all of the random junk scattered across the floor he can't really get there before they will have those bows up and it is obvious. Instead he grabs a clay vial from a belt strap and lobs it behind the barrier.
MA: 20 halved for 10 ft
SA: Thrown tanglefoot bag. Ranged Touch 1d20 + 4 ⇒ (9) + 4 = 13
Target: the crossbow guy farthest from the barrier entrance. If I'm coming around the left, I want to hit the guy on the right. If it puts me into another range increment, go with the closer crossbow guy.
| Andolphas Hecker |
Andolphas holds the lantern high in his shield hand. "Skeletons," he mutters. "Those poor souls should have passed on long ago. I suspect we may face worse deeper in the tower, so I'll refrain from channeling the Lady's powers for now... I only have the strength to do it so many times in one day." The priest then grumbles about how ineffective his spear and dagger are likely to be against the skeletons.
Delaying. Will enter the tower once everyone else is in.
| DM Mothman |
Harrigan moves forward over the rubble-strewn floor, heading to move around the left hand side of the barricade whilst tossing a jar filled with alchemical goo at the skeleton slightly further away on the right … however, he misjudges the throw … and the clay jar hits the skeleton on the left instead, smashing apart on the yellowed bones and spraying the undead with rapidly hardening goo.
The attack roll missed due to range increment penalty (it would have been the same penalty had you gone for the slightly closer skeleton on the left), I rolled scatter dice and it ended up hitting the one on the left anyway. It made its save though, so is impaired but not stuck.
Andolphas holds his lantern high and ushers Boland and Brashen inside.
| Boland "Bowls" Karendum |
Boland is strangely calm at the talk of skeletons, though he does hold to allow Brashen entry before him. He quickly says the words of a protection spell, touching his head, left arm and chest. He then follows the big man into the room, mirroring his steps.
Boland delays till Brashen's initiative, then casts Mage Armour on himself before following Brachen as best as possible into the room and towards the skeletons. Mage Armour last 2 hours
| DM Mothman |
Both the skeletons bring up their crossbows and fire. The one on the left targets Harrigan, but the gunk has slowed its movements and fouled the crossbow, and the arrow misfires. The skeleton on the right fires at Brashen as he pushes through the doorway, the arrow flies with surprising accuracy and hits the warrior squarely in the chest. His chainmail holds but the links are driven painfully into his flesh by the impact, drawing blood. 4 points of damage to Brash.
The skeleton with the sword moves to stand just behind the one at the left side of the barricade.
Brashen moves into the room. You can drop your axe as a free action and draw the flail as part of a double move, so get twenty feet across the rubble strewn floor. Then Boland casts mage armour and we are back to Harrigan at the top of round 2.
| Harrigan Drange |
Harrigan grips his morningstar and wades through the rubble, broken chairs, and random bit of rusted metal to get within cracking distance.
I moved 10 ft last round. If I double move for 20 this round I'm hoping that will get me within threat range of the crossbowman on my side. Then it will provoke by firing. Can't charge to get an attack in due to difficult terrain.
| Brashen Trell |
Brash grunts at the impact of the hit, and lets out a low growl, willing the pain away. He strides around the baracade to the nearest skeleton.
Should be able to move another 10 feet then attack right? If not ill just move into combat. 1d20 + 6 ⇒ (19) + 6 = 25 damage 1d8 + 4 ⇒ (1) + 4 = 5
| DM Mothman |
Brash grunts at the impact of the hit, and lets out a low growl, willing the pain away. He strides around the baracade to the nearest skeleton.
Should be able to move another 10 feet then attack right? If not ill just move into combat. d20 +6 damage d8 +4
I'll use that action and those rolls when its your turn, but they go (just) before you, and I'm waiting on Andolphas and Boland before I resolve the skeltons' actions.
| Boland "Bowls" Karendum |
Seeing Brashen and Harrigan close with the two crossbow wielding skeletons, Boland struggles through the cluttered room towards the third, sword wielding skeleton. Drawing near to the barricade he stops and points his finger at the creature, hoping he has a little more success this time around in hitting it.
moves half move (15ft) towards the barricade, before casting Disrupt undead. Ranged to hit: 1d20 + 3 ⇒ (5) + 3 = 8 To dmg: 1d6 ⇒ 4
| Andolphas Hecker |
Andolphas puts his lantern on the ground, then grumbles about how a priest of the Dark-Eyed Lady should have been prepared for an encounter such as this. He reverses his grip on his spear (move action, combined with placing lantern on the ground?), holding it in one hand a little above the point, with tip pointing towards the ground. The cleric advances to Boland's side (move action), holding his shield up so as to try to deflect blows that might be aimed at either him or the young wizard. He holds his spear-turned-club, ready to make an awkward strike if Boland's magic should be insufficient to shatter his skeletal target...
| Brashen Trell |
Brashen Trell wrote:I'll use that action and those rolls when its your turn, but they go (just) before you, and I'm waiting on Andolphas and Boland before I resolve the skeltons' actions.Brash grunts at the impact of the hit, and lets out a low growl, willing the pain away. He strides around the baracade to the nearest skeleton.
Should be able to move another 10 feet then attack right? If not ill just move into combat. d20 +6 damage d8 +4
woops, sorry
| DM Mothman |
Boland and Andolphas move forward, side by side, the cleric awkwardly holding his spear like a club. Boland raises his finger and casts his cantrip, but as he does he stumbles slightly on an old chair leg lying on the ground, and the ray flies wide, missing all the skeletons.
The two crossbow wielding skeletons (having loaded their weapons after their last shot) again take aim and fire at Harrigan and Boland. The skeleton standing next to Harrigan has its crossbow hopelessly fouled by the gunk in the tanglefoot bottle, and the weapon is never going to fire, but the charade of the attack gives Harrigan an opportunity to strike at his foe take your AoO if you like.
The other skeleton fires at Brashen, but this time the warrior is able to catch the bolt in his raised shield, where it sticks, quivering slightly.
The third skeleton steps through the junk to stand beside the barricade and its goo covered comrade to attack Harrigan with its rusty sword, but the dwarf easily dodges aside from the clumsy blow.
Brashen moves forward and swings his flail at the skeleton on the right hand side of the barricade, staving in half of its skull, but it keeps standing.
Harrigan’s AoO then his regular action.
| Boland "Bowls" Karendum |
Harrigan misses the crossbow wielding skeleton, but his morning star smashes apart the sword wielding skeleton on the backswing, and it collapses to the floor, the cohesive force connecting its yellowed bones destroyed.
Boland shakes his head as the second ray fired that day shoots well wide of the mark. Not wanting to waste a more powerful spell on the lone skeleton still standing, he tightens his grip on his quarterstaff and advances, heart thundering in his chest.
I think he can make it up to the wall this turn and still attack? If so, to hit: 1d20 + 1 ⇒ (8) + 1 = 9 To dmg: 1d6 ⇒ 1
| Andolphas Hecker |
Andolphas moves forward to protect the mage, holding his shield in front of both of them, then lifting it as he makes an awkward swing at the skeleton with the blunt end of his spear.
Attack: 11 + 2 - 4(?) = 9... Or adjust the attack as you see fit, Moth... Either way, I'm pretty sure it's a miss.
| DM Mothman |
Andolphas and Boland both attack the skeleton entangled by the alchemical goo – and both miss.
The two remaining skeletons, working in synchrony mechanically drop their crossbows and pick up and ready rusted swords and dented shields from behind the barricade. This doesn’t provoke AoOs but completes their turn. Brashen is up.
| Boland "Bowls" Karendum |
Andolphas takes another awkward swing with the butt end of his spear at the skeleton that stands before him and Boland.
Boland joins in, swinging his quarterstaff two handed at the skeleton, trying his hardest to connect with it's skull.
To hit: 1d20 + 1 ⇒ (10) + 1 = 11 Damage: 1d6 ⇒ 1
| DM Mothman |
Andolphas’ strike manages to knock out several ribs and break an arm bone, but does not take the skeleton down. Boland, on the other hand, simply misses – as does the skeleton when it strikes back at Harrigan.
Brashen’s turn, a 10 ft move will bring you within striking distance of this last skeleton.
| Boland "Bowls" Karendum |
Brashen smashes the last remaining skeleton apart, bones rain down to the floor.
Boland feels a mixture of relief and disappointment as the combat ends; relief that the immediate danger has passed by disappointed that he was unable to contribute more meaningfully to the destruction of the skeletons. As the combat adrenalin eases, his emotions turn to anger.
"We need to find the individual responsible for animating these bones and crush him," he says to the others in a tone far more aggressive than they have ever heard from him.
He looks down at the three pile of bones marking the spots where the skeletons fell and, in a voice returning to more usual levels he adds "I don't suppose these could be the remains of the Land family? can you think of anyway to tell Andolphas?"
| Andolphas Hecker |
"We need to find the individual responsible for animating these bones and crush him," he says to the others in a tone far more aggressive than they have ever heard from him.
He looks down at the three pile of bones marking the spots where the skeletons fell and, in a voice returning to more usual levels he adds "I don't suppose these could be the remains of the Land family? can you think of anyway to tell Andolphas?"
"I couldn't agree with you more," says Andolphas icily to the mage. "Whoever is responsible for this hubris shall certainly attract the wrath of the Dark-Eyed Lady." He kneels down and takes a closer look at the bones.
This is probably a long shot, but here's a Heal check to see if I notice anything distinct about the bones that might link them to the Land family: 19 + 1 = 20!
| DM Mothman |
Andolphas takes a few minutes reassembling the scattered bones into skeletons on the floor, then examining them. The skeletons appear to belong to a middle aged human male, a middle aged human female, and a younger human female. The state of the bones indicate that the women died about twenty years ago, the man probably about ten years before that. The bones of the two females bear some odd spurs around the knee and elbow joints – a sign that these women probably died of the Red Death.
Andolphas recalls that the dates of the graves at the Land farm indicated that Alastor’s mother and siblings died about twenty years ago, his father some years before that. He further recalls that the mother and siblings’ headstones were marked with the symbol of a four petaled flower, indicating that they died of the Red Death.
| Andolphas Hecker |
"What are the odds?" wonders Andolphas aloud as he inspects the bones. "It is quite likely that these actually are the bones of the Land family. Part of our mission here is accomplished... I shall collect these on our way out, for proper burial. In the meantime, I would like to see the one responsible for disturbing the dead pay the price for his unholy transgression... Let's hope we can take him down..."
| Harrigan Drange |
Harrigan stops and leans back against a wall, morningstar over one shoulder, while the priest arranges the bones. The dwarf pulls the black scarf covering half of his face down revealing a shortly trimmed beard (for a dwarf) partly broken by a scar running along his jawline though it is mostly obscured by the beard.
"You knew them when they were alive? Members of your congregation or something?"
btw Mothman- you feel like giving Harrigan one of the campaign bonus feats you were doing way back. Like Da'gret had endurance as a bonus for example.
| DM Mothman |
btw Mothman- you feel like giving Harrigan one of the campaign bonus feats you were doing way back. Like Da'gret had endurance as a bonus for example.
Yes, I sort of forgot about it as Harrigan took a while to come together, but he should get such a feat.
| Brashen Trell |
Brash stoops to pick up his battle axe, but keeps his flail and shield at hand.
'No, didnt know them, but for some reason took it upon ourselves to find and bury them.'
Brash casts Andolphas a sour look as he says this, then grunts as he removes the crossbow bolt sticking out of his chest, wiping away some blood on a rag pulled from his pocket.
He absently touchs another cut on his choulder that hasn't yet healed. 'Well, we going to keep going? You seem to be good with doors Harrigan, perhaps you should make sure it isn't trapped.'
| Boland "Bowls" Karendum |
"What are the odds?" wonders Andolphas aloud as he inspects the bones. "It is quite likely that these actually are the bones of the Land family. Part of our mission here is accomplished... I shall collect these on our way out, for proper burial. In the meantime, I would like to see the one responsible for disturbing the dead pay the price for his unholy transgression... Let's hope we can take him down..."
"Excellent" Boland whispers, clearly excited by the news. His smile turns to a frown though when he realises there is still one body unaccounted for. He moves over to the door leading from the room, and awaits Harrigan's search of the door.
| Harrigan Drange |
Harrigan nods once the priest is done with the bones and slips his morningstar back through the loop on his belt. He sizes up the door and gets down to business...
Listen 1d20 + 3 ⇒ (3) + 3 = 6
Search 1d20 + 7 ⇒ (16) + 7 = 23
Disable Device 1d20 + 11 ⇒ (5) + 11 = 16
Open Locks 1d20 + 12 ⇒ (1) + 12 = 13
| DM Mothman |
The revolting stench of rotting flesh roils from the open door. In the room beyond, ten chairs surround an oblong dining table situated parallel to the door. Along the north wall, a wide staircase leads to an upper floor. A wooden door below the stairs presumably leads to some slim understair chamber. Two doors line the south wall. A sagging antique shelf dominates the west wall, looking like it might collapse at any moment.
Three tall candles on the dining table illuminate a scene of horror. With the exception of the place at the western end, each of the chairs surrounding the table holds an awkwardly seated humanoid figure. The nine bodies are in various stages of decomposition. Some sit with splendid posture, paused as if midway through a sumptuous feast. Others slump treacherously close to falling from their seats.
Heaped plates of food (looking none to fresh) sit before each of the diners, but the empty place setting features a clean plate and set of utensils. Several bottles of red wine rest upon the table, and each of the corpses sits before a half-full glass. A fly passes nearby, its there-not-there buzz breaking the eerie silence.
| Boland "Bowls" Karendum |
The revolting stench of rotting flesh roils from the open door. In the room beyond, ten chairs surround an oblong dining table situated parallel to the door. Along the north wall, a wide staircase leads to an upper floor. A wooden door below the stairs presumably leads to some slim understair chamber. Two doors line the south wall. A sagging antique shelf dominates the west wall, looking like it might collapse at any moment.
Three tall candles on the dining table illuminate a scene of horror. With the exception of the place at the western end, each of the chairs surrounding the table holds an awkwardly seated humanoid figure. The nine bodies are in various stages of decomposition. Some sit with splendid posture, paused as if midway through a sumptuous feast. Others slump treacherously close to falling from their seats.
Heaped plates of food (looking none to fresh) sit before each of the diners, but the empty place setting features a clean plate and set of utensils. Several bottles of red wine rest upon the table, and each of the corpses sits before a half-full glass. A fly passes nearby, its there-not-there buzz breaking the eerie silence.
Boland slaps a hand across his mouth and nose, a reaction less to the smell and more so to the gross parody on display before them. Whoever is responsible for this is seriously deranged he thinks. He watches the bodies closely, all to aware that they might rise and attack despite their current inanimate state.