
Navior |

Navior |

Felos finishes up his turn by stepping between the two remaining undead. The area beyond the door is a ten-foot wide hall leading to a pair of double doors at each end. Both pairs of doors hang ajar, like they could fall off their hinges at any moment. Although he can make out bits of the areas beyond, he can't see a lot of detail.
Xanthippe waits, as does Shefton.
ROUND 4
CURRENT EFFECTS:
Bless (whole party) -- +1 morale bonus to attack rolls and saves vs fear
Protection from evil (Festa)
Mage armour (Festa)
Dancing lights
Light (Jacinth)
Creature #2 Will: 1d20 + 3 ⇒ (5) + 3 = 8 -- fail
Creature #3 Will: 1d20 + 3 ⇒ (4) + 3 = 7 -- fail
Jacinth follows Felos and sends forth the burning light of Sarenrae once more. This time, it has a little more effect, and the two creatures recoil slightly as their dried flesh burns away. Unfortunately, since Jacinth moved forward, the healing effect only reaches Felos (who doesn't need it). He also takes his light effect with him, plunging the hall with Tippi, Festa, and Shefton into darkness.
The two undead recoil only momentarily, and then lunge forward to bite Felos.
Creature #2 bite at Felos, flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 -- hit
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Creature #3 bite at Felos, flanking: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 -- miss
Although he's able to avoid one attack, the other catches hold of his arm and tears loose a chunk of flesh.
Next Up: Festa, Felos, Xanthippe (subject to delayed action), Shefton (subject to delayed action), Jacinth.
Map Updated
Tippi (in AF 49), Shefton (in AF 50), and Festa (in AF 51) don't show up because there's no light in the hallway, so they can't see each other.

Felos |

Felos grimaces in pain, then takes a five foot step to AC48. He swipes at the creature in front of him.
Claw 1: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw 2: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Festa Fire |

Festa nudges Tippi as he hops passed her, "Let's go!" There's something vibrant about the way the monk acts, he's going through some strange and fluid motions as he moves - almost as if he had training to do specifically this. He moves to AD49
Acrobatics (tumble), if necessary 1d20 + 8 ⇒ (11) + 8 = 19
Acrobatics (tumble), second, if necessary 1d20 + 8 ⇒ (10) + 8 = 18
How... perfectly average.

Navior |

Festa nudges Tippi as he hops passed her, "Let's go!" There's something vibrant about the way the monk acts, he's going through some strange and fluid motions as he moves - almost as if he had training to do specifically this. He moves to AD49
Acrobatics (tumble), if necessary 1d20 + 8
Acrobatics (tumble), second, if necessary 1d20 + 8How... perfectly average.
You can only move at half speed in the dark (since you're effectively blind) unless you make an Acrobatics check (DC 10). However, since you only need one of those two checks you made to avoid AoOs, I'll count the first one as your roll to move at full speed.
Festa hurries down the corridor, trusting to his light feet not to collide with a wall along the way. He emerges into the light and deftly slips past the two undead and round to the other side of #2.
Felos follows after him a short way and slashes with his claws at #2. One claw tears open the undead's neck and chest. It's still standing for the moment, however.
Next Up: Xanthippe, Shefton, Jacinth, Creatures, Festa, Felos.
Map Updated
Tippi remains in AF 49 and Shefton in AF 50.

Xanthippe |

Tippi puts her hand out, feeling blindly in the dark for the other half-elf. "Come on, Shefton," she commands. "Let's see what's going on. Has to be better than standing here in the dark waiting for something to creep up behind us."
Move to AF 47; hoping to get Shefton to move up behind her to AF 48

Jacinth the Bright |

This situation is totally selfish of Jacinth. I never knew he was such a jerk. I guess sometimes you don't know a character until you play him.
Jacinth steps out and channels again.
Sarenrae's power rebukes you undead!
Channel Positve 1d6 ⇒ 6 v DC 14

Navior |

Tippi moves up into the light, pulling Shefton along behind her. He complies easily enough.
ROUND 5
CURRENT EFFECTS:
Bless (whole party) -- +1 morale bonus to attack rolls and saves vs fear
Protection from evil (Festa)
Mage armour (Festa)
Dancing lights
Light (Jacinth)
This situation is totally selfish of Jacinth. I never knew he was such a jerk. I guess sometimes you don't know a character until you play him.
Well, his move does put him in a position to heal everyone with that channel as well. And it's a nice roll, too! So perhaps not that much of a jerk.
Creature #2 Will: 1d20 + 3 ⇒ (11) + 3 = 14 -- pass
Creature #3 Will: 1d20 + 3 ⇒ (2) + 3 = 5 -- fail
Jacinth steps through the door and sends the light of Sarenrae burning through both corridors. #2 seems to resist for a moment and then shrivels away, charred remains collapsing to the floor. #3 is hit by the full brunt of the effect, yet being the least injured to begin with, it manages to stay standing at the end.
But while Sarenrae's light burns at the undead, warmth and healing come over the living.
Creature #3 bite at Jacinth: 1d20 + 4 ⇒ (5) + 4 = 9 -- miss
The remaining undead bites feebly at Jacinth, but it has still not recovered from the effects of the channel and its aim is misplaced.
Next Up: Festa, Felos, Xanthippe, Shefton, Jacinth, Creature #3.

Festa Fire |

HP 9/10 - thanks Jacinth
Festa nods to himself as he sees the thing before him crumble, then cartwheels over a swipe by the last remaining one as he repositions himself. Then he punches again.
Acrobatics, tumble, to AD45 1d20 + 8 ⇒ (10) + 8 = 18
Focused blow, flanking 1d20 + 5 + 1 + 2 ⇒ (19) + 5 + 1 + 2 = 27 damage 2d6 + 1 ⇒ (2, 5) + 1 = 8

Felos |

Felos 5-foot steps and double swipes the remaining zombie.
Claw 1: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Claw 2: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Confirm: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Navior |

Festa slips past the remaining undead and slams his fist into its neck. Although the damage is less than he might have expected, it's still enough to shatter the bones there. The creature collapses.
COMBAT OVER
Since Felos didn't get a chance to make his attack, we don't need to worry about him using the wrong die. As it happens though, that confirm roll would have confirmed the critical (their AC was exactly 12). :)
As the sound of fighting stops, Shefton squeaks, "Are they dead?"

Navior |

The undead were variant zombies with a bite attack instead of a slam attack. Otherwise, they were identical to regular zombies.
Shefton shrugs. "I...I don't know. I was just going on what he told me. He said he'd used these tunnels. I've never actually been in them before." Shefton is obviously terrified and seems truthful in his words.

Xanthippe |

"I...I don't know. I was just going on what he told me. He said he'd used these tunnels. I've never actually been in them before." Shefton is obviously terrified and seems truthful in his words.
"So you're saying you're useless," Tippi sighs. "No wonder your friend Vanthus was so willing to lose you." She peers through the cracks in the sagging doors on either side. "That way looks like a large, open area," she says, pointing to the left, "and that way looks like a smaller room leading to another door. Which way do you suppose is more likely to lead out of this place?"

Festa Fire |

"We can look for it, but now that I've taken the potion, I'm protected from attacks for about an hour. I'd like for us to be done in here by then." He cautiously listens at the door at the west, and if nothing strikes his caution too much, he tests the door (and if possible glimpses beyond).
Perception 1d20 + 6 ⇒ (14) + 6 = 20

Navior |

Festa hears only the sounds of sloshing water coming from the west door, and through the crack in the ajar doors, both he and Tippi can see that the room beyond is partially flooded. The doors' hinges are stiff from rust, but the doors open the rest of the way without much difficulty.
The room beyond is indeed quite large and even after moving the dancing lights past the doors, only those with low-light vision can see across to the far side. Several wooden pillars rise up to support the ceiling, which sags dangerously in places and is thick with hanging strands of fungus. To the south, the ceiling has collapsed, leaving the southern part of the room choked in debris. A rippling pool of water reaches halfway into the room from this wall of stone and rubble. It seems that a rotting pier once extended into this pool, but all that remains now are several rotting wooden pilings protruding from the water. A body floats face down among them.

Navior |

Felos discovers that Festa has an aura of overwhelming evil. ;)
Moving into the room in order to examine it for evil auras, Felos is able to make out a couple of things that couldn't be seen from the corridor. There are a couple more doors. One of them--the westernmost door in the north wall--is badly damaged and hangs askew on its one remaining hinge. The other door is at the northern end of the east wall. (The other two doors, in case they're not clear on the map, are in the centre of the west wall, and the east end of the north wall.
Felos does not detect any evil coming from anywhere in the room. However, shortly after he's moved into it, the water begins to ripple more vigorously in several places and a number of vicious-looking and rather big crabs rise from its surface.
Felos Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Festa Fire Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Jacinth Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Xanthippe Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Shefton Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Crabs Initiative: 1d20 ⇒ 3
Order: Xanthippe, Shefton, Jacinth, Felos, Festa, Crabs.
ROUND 1
CURRENT EFFECTS:
Mage armour (Festa)
Dancing lights
Light Jacinth
First Up: Xanthippe

Xanthippe |

Damn BAB +0. I want to move, draw, and shoot. :P
Determined not to get trapped in a hallway again, Tippi dashes into the room, giving the crab-filled pool a wide berth. Taking up a position behind one of the pillars, she waits to see if any of the crabs will pursue her into the corner of the room.
No coordinates on your grid, Navior! Move 2 squares west, 3 squares north so she has the pillar blocking a charge path from the crabs; ready action to attack any foe that comes in range

Navior |

Navior |

Bless has worn off (only lasted a minute total). Technically, dancing lights wore off too, but that's a spell I figure Tippi would renew as soon as it ended, so I've kept it around.
Jacinth moves into the room just as Felos shifts position and fires an arrow at one of the approaching crabs. The arrow lodges into a crack in the crab's joint, hurting it considerably.
Festa moves into the room and launches a powerful attack on #1, cracking its shell and leaving it staggered. It slinks away back into the water. It probably won't survive much longer.
The remaining crabs scuttle forward. #2 and #3 approach Festa and snap at him with their claws (#2 5-ft step to AD 41; #3 move to AC 41). #2 gets in two claw attacks. The other two crabs move around the pillar in the middle of the room and move towards Felos and Tippi [ooc](#4 double move to AB 42; #5 double move to AA 42).
Tippi gets in an attack at #5 as it approaches, but the pillar gets in the way (miss due to cover).
Crab #2 Claw 1 at Festa: 1d20 + 1 ⇒ (5) + 1 = 6 -- miss
Crab #2 Claw 2 at Festa: 1d20 + 1 ⇒ (16) + 1 = 17 -- miss
Crab #3 Claw at Festa: 1d20 + 1 ⇒ (7) + 1 = 8 -- miss
Both crabs on Festa are unable to catch him with their sharp claws.
ROUND 2
CURRENT EFFECTS:
Mage armour (Festa)
Dancing lights
Light (Jacinth)
Shefton stays put. Delay again.
Next Up: Jacinth, Felos, Festa, Xanthippe, Crabs, Shefton (subject to delayed action).

Navior |

Jacinth stabs with his spear, but the crab darts just to the side. The spearhead scrapes against the stone floor. Felos steps back and fires off another arrow, but its too high. It sails over crab #5 and slams into the north wall.
Next Up: Festa, Xanthippe, Crabs, Shefton (subject to delayed action), Jacinth, Felos.

Navior |

Wow, some really unlucky attack rolls this round.
Festa and Xanthippe each attack a crab, but the crabs are just a little too quick for them.
Crabs #4 and #5 move in a little closer (#4 5-ft step to AB 43; #5 5-ft step to AA 43) and attack Jacinth and Felos respectively, while #2 and #3 continue to snap their claws furiously at Festa. None of them connect with anything but air.
Crab #2 claw 1 at Festa: 1d20 + 1 ⇒ (4) + 1 = 5 -- miss
Crab #2 claw 2 at Festa: 1d20 + 1 ⇒ (13) + 1 = 14 -- miss
Crab #3 claw 1 at Festa: 1d20 + 1 ⇒ (18) + 1 = 19 -- miss
Crab #3 claw 2 at Festa: 1d20 + 1 ⇒ (13) + 1 = 14 -- miss
Crab #4 claw 1 at Jacinth: 1d20 + 1 ⇒ (8) + 1 = 9 -- miss
Crab #4 claw 2 at Jacinth: 1d20 + 1 ⇒ (7) + 1 = 8 -- miss
Crab #5 claw 1 at Felos: 1d20 + 1 ⇒ (7) + 1 = 8 -- miss
Crab #5 claw 2 at Felos: 1d20 + 1 ⇒ (3) + 1 = 4 -- miss
And the string of misses continue! Ah, level 1 battles. :)
ROUND 3
CURRENT EFFECTS:
Mage armour (Festa)
Dancing lights
Light (Jacinth)
Shefton moves to the doors and peers inside. He grimaces at the sight of the big crabs. Move to AC 45.
Next Up: Jacinth, Felos, Festa, Xanthippe, Crabs, Shefton.

Navior |

Xanthippe |

Slipping out from behind the pillar, Tippi stabs at one of the crabs attacking Festa.
Move to AB 40; Attack #3 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 damage 1d6 ⇒ 3
If she can't move into AB 40 because of the water in the square, she'll attack from AB 41 and forgo the flank, which makes the attack roll a 15.

Navior |

Festa tries to damage one of the crabs in front of him, but is unable to hit it. However, Xanthippe quickly moves in from the other side and stabs at #3, cracking its shell a little.
Crab #2 claw 1 at Festa: 1d20 + 1 ⇒ (4) + 1 = 5 -- miss
Crab #2 claw 2 at Festa: 1d20 + 1 ⇒ (9) + 1 = 10 -- miss
Crab #3 claw 1 at Xanthippe: 1d20 + 1 ⇒ (2) + 1 = 3 -- miss
Crab #3 claw 2 at Xanthippe: 1d20 + 1 ⇒ (20) + 1 = 21 -- hit
Damage: 1d4 ⇒ 1
Crab #5 claw 1 at Felos: 1d20 + 1 ⇒ (20) + 1 = 21 -- hit
Damage: 1d4 ⇒ 3
Crab #5 claw 2 at Felos: 1d20 + 1 ⇒ (2) + 1 = 3 -- miss
The crabs continue to snap viciously. Festa dodges aside of #2's attacks, while #3 turns round to snap at Tippi. She avoids the first claw, but the second claw catches her with a minor snip at her leg. #5 manages a slightly more substantial snip at Felos's leg.
ROUND 4
CURRENT EFFECTS:
Mage armour (Festa)
Dancing lights
Light (Jacinth)
"That's it! Get 'em!" Shefton calls out encouragingly--you presume to you and not to the crabs. He continues to cower by the door and make no move to help. Delay.
Next Up: Jacinth, Felos, Festa, Xanthippe, Crabs, Shefton (subject to delayed action).

Navior |

Oh wow. I totally missed that those two crab hits were critical threats.
Crab #3 critical confirm at Xanthippe: 1d20 + 1 ⇒ (20) + 1 = 21 -- confirm
Extra damage: 1d4 ⇒ 2
Crab #5 critical confirm at Felos: 1d20 + 1 ⇒ (14) + 1 = 15 -- not confirmed
Okay, so the hit on Tippi was a little bit more than I described it, but still fairly minor. No change to Felos.

Festa Fire |

Festa worried when he sees the oversized crustacean tear a sizable piece of flesh from Tippi immediately engages the flanked crab. Distracted by its own success it doesn't see the attack coming and Festa slams a shell crushing double-fist onto its back.
Focused blow 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 damage 2d6 + 1 ⇒ (2, 5) + 1 = 8

Navior |

#2 darts aside of Jacinth's attack. Felos's attempts to get #5 start without success, but as the crab moves aside of his first claw, it moves right into the path of his second. One of his sharp nails digs deep into the crab's shell and it stops moving.
Festa then clobbers #3, shattering its shell into several pieces.
Crab #2 claw 1 at Festa: 1d20 + 1 ⇒ (4) + 1 = 5 -- miss
Crab #2 claw 2 at Festa: 1d20 + 1 ⇒ (7) + 1 = 8 -- miss
Seemingly unperturbed by the loss of its fellows, #2 continues to attack Festa. However, it is unable to hit him.
Next Up: Xanthippe, Shefton, Jacinth, Felos, Festa, Crab.