| Melon Sash |
"There's still the rest of this floor left though," Melon vaguely points to the other side. "Besides, why do we want to find a secret tunnel that can escape this place? We can just walk out via the main gate."
There's a thoughtful pause, before she adds: "Is... anybody else worried that we've not had the hunting horns sounded and have a whole army descend on us? It's a little quiet after those two stinky fellas."
| Gilfroy Fezziwig |
"We've killed a lot of bird brains in here. Maybe there isn't an army left to summon. We should take advantage of the respite to find a hidey-hole, tend to our injuries, and recover spent magical energies."
| Corinna Valdemar |
"No," Corinna says firmly. "We told them back at the caravan that we'd return by nightfall. If we stay here, they'll worry ... and probably feel they have to come in and rescue us. Besides, they're not any safer out there than we are in here; we're all better off if we all camp together, rather than as two small groups."
"Besides, we haven't learned anything yet. Melon's right; if there were anything -- well, anything sentient," she qualifies with a glance at the door with the lizard behind it, "hostile toward us within earshot, it would have come out and attacked us by now. There's no good reason not to check the rest of the rooms on this level, always assuming we're wise enough to listen at the door first, as Mr. Malan did with the lizard room."
| Navior |
By north end, I'll take that to mean the door at R 43.
As Malan has been the recent door opener, I'll assume he repeats the role now.
Malan Perception: 1d20 + 5 ⇒ (3) + 5 = 8
You return to the throne room, where there is still no sign of the strange red-skinned man. Heading to the north end of the room, Malan approaches the door there. He pauses to listen at the door, but hears nothing. The door creaks as Malan opens it, and releases the smell of must. Beyond is a hallway leading around a corner to the northeast.
The first thing you all notice about the hallway is the thick layer of dust covering the floor and the cobwebs hanging from the corners of the walls and ceiling. The hall appears to lead to a chamber, although you can't see much of that chamber from here. What is certain is that no one's been down this hallway in quite a long time.
Corinna Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Gilfroy Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Malan Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Melon Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Tevyn Perception: 1d20 + 8 ⇒ (2) + 8 = 10
| Corinna Valdemar |
"Oh, this is the kind of thing we've been looking for," Corinna says encouragingly. "Whatever's here that's tied to Ameiko's family has been here a long time, before the corbies ever arrived. Only," she amends worriedly, "I wonder why they never came back here. Or perhaps they did at first and found a good reason not to return?"
| Navior |
Moving down the hall, you come into a circular room. Old tapestries depicting a seaside castle hang askew on the walls and a thick layer of dust cakes the floor. The air is musty and weirdly cold. Old bloodstains splatter the walls, along with numerous brutal gashes and slashes to the stone itself. Two doors hang askew on hinges in a passageway to the south, while to the north, a third door lies in fragments on the floor, opening onto a flight of stairs leading down into darkness. A second staircase leads upward against the north wall.
Corinna Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Gilfroy Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Malan Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Melon Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Tevyn Perception: 1d20 + 8 ⇒ (9) + 8 = 17
| Navior |
Malan Perception: 1d20 + 5 ⇒ (8) + 5 = 13
You head to the hall and the two doors. Malan listens at the west side door, but hears nothing. As he opens it, it falls right off its hinges with a clatter. The room beyond once contained a desk and chairs, but they now lie on the floor in pieces. A flight of stairs leads up to the southeast.
Corinna Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Gilfroy Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Malan Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Melon Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Tevyn Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Unknown Stealth: 1d20 + 16 ⇒ (3) + 16 = 19
Before you can enter the room, Gilfroy notices a slight shadow pass just under the loose east door.
There will be a surprise round during which only Gilfroy and whatever he saw may act.
Corinna Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Gilfroy Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Malan Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Melon Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Tevyn Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Unknown Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Order: Tevyn, Malan, Corinna, Melon, Unknown, Gilfroy.
SURPRISE ROUND
CURRENT EFFECTS:
Mage armour (Corinn and Malan)
Suddenly, the door to the east splinters off its hinges, smashing into Malan.
Unknown bull rush at Malan: 1d20 + 4 ⇒ (14) + 4 = 18 -- success
As Malan is currently flat-footed, his CMD is only 12, thus the bull rush pushes him back 10 feet into the west room.
The creature behind it shoved the door with such force that Malan is sent hurtling into the west room, the shattered door with him. Standing in the now open doorway is a once-human figure. Wearing broken armour, the creature is a decayed parody of a human being. Its eyes burn with an unholy fiery light. A sword is sheathed at its side.
Next Up: Gilfroy, Tevyn, Malan, Corinna, Melon, Creature.
| Navior |
ROUND 1
CURRENT EFFECTS:
Mage armour (Corinn and Malan)
Guidance (Melon)
Unable to manage good line of sight, Tevyn waits. Delay.
Oh yeah, Malan stands up too.
He doesn't actually need to. He wasn't knocked prone, just pushed powerfully back. :)
A thin beam shoots from Malan's hand and hits the wight in the chest. It shudders and for a brief moment, the fiery burning in its eyes seems to dim a little, but then flares up again just as strong.
Next Up: Corinna, Melon, Wight, Gilfroy, Tevyn (subject to delayed action), Malan.
| Corinna Valdemar |
Knowledge (religion) 1d20 + 8 ⇒ (19) + 8 = 27
"What's a wight? Where?" Corinna asks, unable to see anything from around the corner. She moves out of the way, not wanting to clog up the hallway and keep Tevyn from getting a clear shot.
Move to M 47; ready an Acid Dart in the unlikely event she gets line of sight and no one's in her way
| Melon Sash |
AC 18; HP 19/19
Swift: crane style
5ft step to Q47
Standard action: attack defensively
Melon instinctively imposes herself between the undead abomination and the rest of her party; specifically she cuts of the direct line to Malan. She punches cautiously, unsure how to treat Gilfroy's warning. The fist at least connects - but lacks any significant stopping power.
Attack, defensively 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 damage 1d6 + 4 ⇒ (1) + 4 = 5
Apparently Melon's hour of mage armor is up.
Oh. A wight. Nice knowing you guys.
| Navior |
Apparently Melon's hour of mage armor is up.
Actually, that's my error. It hasn't been a full hour yet. The current effects should list mage armour on Corinna (correctly spelled) and Melon, not Malan. Sorry about that.
And the GM falls prey to the Melon/Malan confusion. :)Wight slam at Melon: 1d20 + 4 ⇒ (12) + 4 = 16 -- miss
Melon lands a blow on the wight, but it barely notices. Instead, it punches back at her, but she is able to duck aside.
Next Up: Gilfroy, Tevyn, Malan, Corinna (subject to readied action), Melon, Wight.
| Corinna Valdemar |
"Shall we consider leaving this place after this fight?" There's a hint of terror in Melon's voice.
She's remarkably sanguine about being ambulatory after this fight. ;)
"Perhaps the wight is why the corbies haven't been back here in so long," Corinna suggests.
| Navior |
ROUND 2
CURRENT EFFECTS:
Mage armour (Corinna and Melon)
Guidance (Melon) -- looks like Melon didn't use this last round, so it's still active
Crane style (Melon)
Cure light wounds -- Gilfroy is holding the charge
"Gilfroy, move aside a little so I can get a shot from there," Tevyn says. Delays until Gilfroy moves.
Next Up: Malan, Corinna (subject to readied action), Melon, Wight, Gilfroy, Tevyn (subject to delayed action).
| Melon Sash |
My apologies - I was in Namibia (south-western Africa) and the internet was more unreliable than I was expecting so I didn't get a chance to tell all my pbp-threads.
AC 22; HP 19/19
Swift: activate snake style
Standard: attack
Melon, calmly, pushes her hand past the creature - her hand next to its face - and then tries to slam its head against the doorframe.
Attack, defensively 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 damage 1d6 + 4 ⇒ (1) + 4 = 5
| Navior |
My apologies - I was in Namibia (south-western Africa) and the internet was more unreliable than I was expecting so I didn't get a chance to tell all my pbp-threads.
No worries. I figured the holidays were intruding, so was allowing lots of time for a response.
The wight anticipates Melon's action and bends backwards just enough to avoid the blow from Melon's hand.
Wight slam at Melon: 1d20 + 4 ⇒ (20) + 4 = 24 -- hit, critical threat
Wight critical confirm: 1d20 + 4 ⇒ (5) + 4 = 9 -- not confirmed
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 and 1 negative level
The wight follows up by slamming its fist into Melon's side against her ribs.
Next Up: Gilfroy, Tevyn, Malan, Corinna, Melon, Wight.
| Navior |
Once Gilfroy has moved forward, Tevyn moves up to where the gnome was previously standing and aims his bow over the gnome's head and past Melon. It's still not a great angle, but he takes the shot anyway (the wight has cover).
Longbow, point blank: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 -- miss
Unfortunately, the wight has just too much cover and the arrow slams into the door frame.
ROUND 3
CURRENT EFFECTS:
Mage armour (Corinna and Melon)
Guidance (Melon)
Crane style and snake style (Melon)
Cure light wounds -- Gilfroy is holding the charge
Next Up: Malan, Corinna (subject to delayed action), Melon, Wight, Gilfroy, Tevyn.
| Melon Sash |
Another busy post, Melon wants to trip the wight - but since she doesn't have Improved Trip that would provoke (and the damage the wight might deal would make the trip less likely). So to circumvent this Melon will provoke through movement, then respond to a potential missed AOO of the wight and then still do the actual trip (or if the AOO response triggers that might form the actual trip attempt). The risky bit is the first step, as she cannot have the defensive fighting bonus up until she attacks or gets an AOO.
@Navior: rebuild the story or action if you disagree with any of the steps (for example if the wight chooses not to use its AOO on the movement or if it has Combat Reflexes).
HP 9/14
Melon stumbles backwards, blood still running down her neck in ugly smears. Her guard is slightly down, allowing the undead creature to follow-up quickly with an attack of opportunity.
Wight AOO vs Melon AC 19 1d20 + 4 ⇒ (8) + 4 = 12 damage 1d4 + 1 ⇒ (4) + 1 = 5
The cold claws rake just over where Melon's head used to be, as she dodges out of the way in a spinning crouch - her leg extends to sweep the footing of the creature from under it.
Melon's snake style AOO vs wight, trip attempt, defensive 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Provokes, if the wight has Combat Reflexes. I assume no. I also assume that this is sufficient to trip the wight.
Melon's hand reaches out to the falling wight, grabbing the creature behind the head in mid-air and tries to smash it into the floor face first.
Attack, defensive, vs prone foe 1d20 + 5 + 4 - 2 ⇒ (11) + 5 + 4 - 2 = 18 damage 1d6 + 4 ⇒ (2) + 4 = 6
| Navior |
Optionally delay until after the wight's turn, if that's okay.
Since you changed your mind before any results were posted, I'll allow it.
Wight slam at Melon: 1d20 + 4 ⇒ (18) + 4 = 22 -- hit
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 and 1 negative level
Ouch. That brings Melon's negative levels to 2, equal to her hit dice. However, her Snake Style feat does give her a chance, as an immediate action, to make a Sense Motive check to negate the attack. I'm just going to assume that's what you'd like to do (since it's preferable to death), and as she still hasn't used the guidance bonus from Gilfroy, I'll assume she goes with that too. Hope for better than 22...
Melon Sense Motive with guidance: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
:(
The wight raises its fist and slams it into the side of Melon's face. Strangely, the pain of the impact is barely noticeable compared to the gut-wrenching feel of her life-force being ripped from her body. She doesn't even reel from the blow. She just stands there for a moment, a blank look on her face, before collapsing.
A slight rumble emits from the wight's throat, like a low-pitched laugh.
Probably should have gone with your original order. :(
Next Up: Gilfroy, Tevyn, Malan, Corinna, Wight.
| Corinna Valdemar |
Unless it has less than 6 hp left and she would have killed it before it killed her. Forgot about the negative levels = hit dice thing. Not sure I've ever fought a level-draining foe at 2nd level before, anyway. For future reference, you might want to draw the thing out in the open next time so the people with ranged weapons have a chance to help out. Corinna hasn't even seen the thing yet, not that she would have been likely to hit it. :P
| Malan |
Malan's eyes harden as he steps forward (5' step) and releases another missile of of positive energy.
Disrupt Undead: rtouch,
to hit 1d20 + 4 ⇒ (10) + 4 = 14 damage 1d6 ⇒ 2
It will need to step forward to get me, leaving him out in the open for the rest of you to attack at range.
| Gilfroy Fezziwig |
Gilfroy, not wanting to get in its way, reaches around the corner with his charged hand.
Touch attack: 1d20 - 2 - 4 ⇒ (4) - 2 - 4 = -2
Not coming anywhere close to hitting with that, he backs away up the hall to O46.