Hootie Bell |
Hootie keeps teh ring though she shows it to the rest of the party.
"Think this one has any niffy enchantments on it?"
Scrambling down she also informs the party aon what she saw while on the balcony.
Fleur Roseleaf |
Before heading through the archway to the southeast, Fleur examines the large stone door that stands int he south corner of the chamber.
perception: 1d20 + 5 ⇒ (16) + 5 = 21
Also, the bard cast detect magic on Hootie's new found ring.
DM Stylz |
The ring is just a normal ring, not magical, but pretty. Fleur examines the large stone door. Seven thumb-sized sockets are embedded in the door, arranged in a ring around a starburst design.
Fleur is near positive there are no traps on or around the large stone door. If there were, they would have either been set off or spotted by her keen eye to detail.
Hootie Bell |
Disappointed to find that the ring is pretty normal, Hootie follows along until they come across the door.
Perception, Searching for traps 1d20 + 7 ⇒ (2) + 7 = 9
Hootie Bell |
Hootie once more takes the lead, her senses alert and her footsteps light.
Perception 1d20 + 7 ⇒ (19) + 7 = 26
Stealth 1d20 + 10 ⇒ (11) + 10 = 21
With the Dancing lights as her guide, Hootie signals to guide her party and an immediate close fist should she find something dangerous. The rooms certainty did not harbor friendly reatures.
DM Stylz |
Hootie moves forward, down the stairs and through the passage. The narrow passage widens out into a room here before continuing. Piles of sand and rubble fill the corners of the room, and the sound of splashing water can be heard from the east.
She makes it to the edge of the room, and notices something peculiar. There appears to be a very faint ring of dust around the edges of the two middle stones in the center of the room. Upon closer inspection, it appears to be some sort of pit trap, that uses a pressure plate activation. She deduces that if ones sticks to the outer edges of the room, they shouldn't activate.
After heeding her words, the group manages to bypass the pit trap, and progress to the next room, where she heard splashing.
A pool of luminous blue water lies in the center of this grand chamber. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway.
Everyone stops, as they can all see four skeletons up on the landings. Two guard the middle landing, while the other two are on the highest landing.
Initiative:
Fleur 1d20 + 6 ⇒ (8) + 6 = 14
Waruk 1d20 + 2 ⇒ (16) + 2 = 18
Hootie 1d20 + 5 ⇒ (14) + 5 = 19
Nitkiflink 1d20 + 6 ⇒ (5) + 6 = 11
Tannivh 1d20 + 5 ⇒ (8) + 5 = 13
Brünhîlt 1d20 + 1 ⇒ (7) + 1 = 8
Me 1d20 + 6 ⇒ (18) + 6 = 24
Hootie Bell |
"So who wants to ask them anything about this place?" Hooties jokes as she looks at what the walking bones are armed with.
Nitkiflink Stormfizz |
Nit shakes his head. I have nothing. The gnome ducks down and rushes to the edge of the pool to try and use it as cover. Though not before he casts Mage armor on himself to further protect him.
DM Stylz |
Nit casts a protective spell on himself, then rushed forward to close the gap of the skeletons. He makes it to the basin, and ducks down. Moments later, 4 arrows come raining down towards him. All splash into the water, and a few drops get Nit wet.
Blue, orange, red, green...-2 range, Nit gets an additional +2 for soft cover
1d20 - 2 ⇒ (6) - 2 = 41d6 ⇒ 3
1d20 - 2 ⇒ (7) - 2 = 51d6 ⇒ 1
1d20 - 2 ⇒ (16) - 2 = 141d6 ⇒ 2
1d20 - 2 ⇒ (3) - 2 = 11d6 ⇒ 5
PARTY UP!
Nitkiflink Stormfizz |
Nit runs around the corner. His little legs move as fast as he can as he tries to reach the end of the long room.
Double Move
Hootie Bell |
Hootie moves as well and takes cover besides the basin.
DM Stylz |
red vs boar: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
damage if hit: 1d6 ⇒ 5
green vs Kraull: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
damage if hit: 1d6 ⇒ 4
blue vs boar: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
damage if hit: 1d6 ⇒ 6
orange vs Kraull: 1d20 + 2 + 1 - 2 ⇒ (4) + 2 + 1 - 2 = 5
damage if hit: 1d6 ⇒ 4
The skeletons each fire more arrows at the advancing party. One manages to embed itself in the side of the boar. The other three miss their mark, two land in front of Kraull even though one gets very close to his leg, while the other misses the boar to the left.
Please include stats for your Boar AC Brun. Party up!
Hootie Bell |
Hootie figuring out that they'll likely be peppering herself and her companions with shots, decides to use the basin as a safe cover as she moves and then drops prone to the floor.
[ooc]Move, Drop prone.[/oc]
Waruk |
Waruk will base green and swing.
moved up 80ft last turn but didn't have ability to move fig.
atk: 1d20 + 6 ⇒ (4) + 6 = 10
dmg: 2d8 + 7 ⇒ (3, 1) + 7 = 11
-Posted with Wayfinder
DM Stylz |
Brun and Boar are on hold. Continuing forward
The party moves forward, trying to close the gap, as they get peppered with arrows from the skeletons. Nit moves as far as his little legs will carry him, while Hootie moves up and hits the floor as she suspects she will be a target. Waruk, charges forward and takes a hack at the enemy. His blade clangs against the bottom of the floor, taking a chunk of masonry, but leaves the enemy unharmed. Tannivh moves up, while Brunhilt and the furry friend stand there, unsure what to do next.
The skeletons, each fire more more arrows as in before. The one on Waruk, elicits an attack from the green warrior as it fires down on his friends. Arrows go flyign into the air. One plunks into Fleur's side, right in her rib cage area. The puncture isn't deep, but it is annoying. Nit, isn't as lucky as an arrow plunks into his leg as he moves forward. The wound is a little deeper, but he is lucky as it misses a major artery and he avoids more severe pain and hurt. Even despite her trying to stay low to the ground, and arrow plunks in Hootie's back, and digs into her as she arrow takes an arcing shot towards its target. Waruk, almost takes an arrow to the throat, but moves at the last second to avoid a throat shot.
green Fleur + Waruk AOO: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
damage if hit: 1d6 ⇒ 1
red Nit: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
damage if hit: 1d6 ⇒ 4
blue Hootie - prone: 1d20 + 2 + 1 - 4 ⇒ (19) + 2 + 1 - 4 = 18
damage if hit: 1d6 ⇒ 6
orange Waruk - melee: 1d20 + 2 + 1 - 4 ⇒ (20) + 2 + 1 - 4 = 19
damage if hit: 1d6 ⇒ 6
red Nit crit?: 1d20 + 2 ⇒ (3) + 2 = 5
damage if hit: 2d6 ⇒ (6, 3) = 9
orange Waruk crit?: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
damage if hit: 2d6 ⇒ (5, 1) = 6
Damage Tracker:
Fleur: 1 damage
Waruk: 6 damage
Nit: 4 damage
Hootie: 6 damage
Party Up
Nitkiflink Stormfizz |
Nit hurls a bit of acid at the red skeleton as he continues to hobble forward.
Acid Splash: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d3 ⇒ 3
Waruk |
Waruk will swing at the orange one and try to take it out, but with a powerful swing he doesn't quite have the accuracy to make it land
atk: 1d20 + 6 ⇒ (2) + 6 = 8
dmg: 2d8 + 7 ⇒ (3, 1) + 7 = 11
-Posted with Wayfinder
Hootie Bell |
Hootie stiffles a scream of pain as she takes the arrow to her back. It was a really unlucky shot for her. She stands up and moves forward hoping not to be a target.
Taken 6 dmg.
DM Stylz |
Waruk takes another aggressive swing, and connects, causing bones to splinter and shatter from his sheer strength. It crumbles to the ground. Just as Tannivh and Nit tag team another skeleton and cause it to crumble to the ground as well.
The two remaining skeleton, each fire an arrow at Waruk, as he is clearly the biggest threat, figuratively and literally. The first arrow finds its mark, right in Waruk collarbone, while the other harmlessly break a good 10 away from him on the ground
1d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (7) + 2 = 9
1d6 ⇒ 1
Damage Tracker:
Fleur: 1 damage
Waruk: 7 damage
Nit: 4 damage
Hootie: 6 damage
PARTY UP
Nitkiflink Stormfizz |
Nit rushes around the large set of stairs and ducks behind the wall on his way to the remaining skeletons. Haven't.....had....to....run....this....far....in...a...long....time.
Double Move
Hootie Bell |
Hootie swears to herself as each step seems incredibly long for each step she moves. Her foes keep raining arrows on her and friends but their position seems firmly entrenched within the top and thus to the top she must go.
Double move
DM Stylz |
Brunhilt I need stats for your Boar companion. He has taken 6 damage until this posting
The skeletons, drop their bows and lash out at the interlopers with their claws, hoping to rend flesh from the bones. The first claw, rips through Waruk's defenses, and manages to rip some flesh from his body.
claws Waruk: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (3) + 2 = 5
damage: 1d4 + 2 ⇒ (4) + 2 = 6
The skeleton next to the boar does the same, and tries to rend is hairy, stinky fleshy bits. The boar is quite agile for its short and stout stature and evades both claws with evil intentions.
1d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (10) + 2 = 12
Damage Tracker:
Fleur: 1 damage
Waruk: 13 damage
Nit: 4 damage
Hootie: 6 damage
Boar: 6 damage
PARTY UP
Nitkiflink Stormfizz |
Nit dives around the wall and hurls acid at the blue skeleton.
Acid Splash: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d3 ⇒ 3