Desh Greyskin
|
Desh rushes back around the corner and into the fray, drawing his morningstar quickly enough to level an erratic strike at the first available ambusher.
Attack Red from flank.
morningstar, power attack: 1d20 + 5 - 1 + 2 ⇒ (2) + 5 - 1 + 2 = 8
damage: 1d8 + 3 + 2 + 1d6 ⇒ (4) + 3 + 2 + (5) = 14
GM Engleaktig
|
Kay delays.
Two of the enemy are up. They each take a step back and fire.
Targeting Desh: 1d20 + 3 ⇒ (3) + 3 = 6, Miss!
Targeting Flyn: 1d20 + 3 ⇒ (20) + 3 = 23, Crit?: 1d20 + 3 ⇒ (9) + 3 = 12, Damage: 1d8 ⇒ 4
Flyn Fort Save vs Poison: 1d20 + 8 ⇒ (9) + 8 = 17
Flyn resists the poison effects, but takes 4 HP of damage.
Flyndal
Cëanel
Desh
Garrett
Enemy
Enemy
Kohinoor
Enemy
Kohinoor is up!
Kohinoor an-Gul
|
Kohinoor sighs as more arrows sip into her friends. "There must be something we can do to avoid this..."
Channel: 2d6 ⇒ (4, 5) = 9
Excluding the red enemy with selective channel, plus as many of the others that have taken damage as possible.
Garrett Goodleaf
|
Garrett sighs with relief as Kohi's healing magic washes over him and as he watches the meleers take down one of their enemies. He spots the enemy standing atop the the table in front of him and lashes out with his whip to yank the fool's feet out from underneath him! He then retrieves his whip and slips behind the wall, out of the line of sight from the crossbows!
Trip!: 1d20 + 5 ⇒ (17) + 5 = 22
Garrett Goodleaf
|
Shouldn't Garrett's current position remove him from line of sight from the guys in the room? It looks like there's a wall in between him and the baddies in the room.
Kohinoor an-Gul
|
Sorry, internet died at my place yesterday.
Kohi moves into the room, shouting a prayer to the Dawn and raising her holy symbol above her head. As she does, a wave of flames rush forward, engulfing the two closest enemies.
Burning Hands: 3d4 ⇒ (3, 4, 4) = 11 DC 14 Reflex halves
GM Engleaktig
|
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
They seem very dextrous. But each of them take 5 HP of damage.
____________________________________________________________
Desh: 1d20 ⇒ 19
Flyn: 1d20 ⇒ 16
Desh and Flyn both walk up and end the two singed enemies!
____________________________________________________________
Enemy: 1d20 ⇒ 9
The remaining enemy fires at the party, but misses!
____________________________________________________________
Garrett, Kay, and Kohi are up again!
Cëanel Firdhanor
|
Acid Dart: 1d20 + 4 ⇒ (12) + 4 = 16
for: 1d6 + 1 ⇒ (6) + 1 = 7
Cëanel slips past Desh and carefully aims an acid dart at the remaining attacker.
"What kind of lightly armed fools live next door to a gibbering mouther?" he wonders aloud. "No wonder these dungeons are so ill-maintained--they're occupied by madmen."
Garrett Goodleaf
|
Garrett empowers his comrades with an inspiring speech! "These fools shall not stand before our might!"
-1 BP for Inspire Courage.
Desh Greyskin
|
Sheesh. Just in time of rme to come back online. :/
Good job, guys.
Desh pauses to catch his breath and bearings, then he searches the bodies. "That went better than it could have," he mutters.
Then, after giving the room a more thorough search to make sure there won't be any more surprises, he goes back to the earlier room and brings out the journal.
Perception (the room the ambush just came from: 1d20 + 8 ⇒ (8) + 8 = 16; +1 vs traps.
He hands it to Garrett, Kohi, and Kay to look through for clues while he maintains a watch. "Any clues as to what this place is in there?"
Cëanel Firdhanor
|
"These have to be disposable underlings. I find that I could have been a rather good evil overlord with some proper underling training..." Kay continues to muse about proper housing, feeding, and equipping of underlings in his hypothetical mage castle.
"Onward, Desh."
Cëanel takes a moment to draw out his toad, Lyffan, and feed him a preserved grub. "There you are, little one. Safe and sound." Does the toad scent anything in the next room (C9)?
GM Engleaktig
|
Anything in the journal we found in C8 that would help us know who these guys are?
Unfortunately, no.
And what's the yellow square on the map?
A bad guy that I forgot to remove from the map. :)
Desh also moves forward, listening at both doors and checking them for traps.
No traps here. You can hear the sounds of a fire and detect the smells of food cooking. You open the door...
C9: This room serves as a kitchen. A large hearth takes up most of the south wall, and there's a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.
Desh Greyskin
|
I moved everyone up a bit to reflect that we actually went through the kitchen.
Desh stalks forward, pressing his ear to the door before checking for traps and peeking through.
Taking 10 on both..
Perception: 10 + 8 = 18; +1 vs traps
Stealth: 10 + 8 = 18
GM Engleaktig
|
Next area, you don't hear anything in the hallway, though you hear animal noises coming from the next room (c12). After you open the door, you'll recognize the gas trap (area c4), since you encountered one before.
C12 audio perception only: This room is obviously full of a myriad of animals. At the very least, you can hear cats and dogs. The din is deafening, and the area smells strongly of animal waste.
Desh Greyskin
|
Before addressing the trap, Desh steps through and listens at the remaining doors on the northern side of the hallway.
Taking 10 to Stealthfully listen at those two doors (one single and one double?). Same mods as before.
Flyndal Danwrick
|
I'm back. Can I retcon some heals, after combat?
CLW: 3d8 + 3 ⇒ (2, 2, 4) + 3 = 11
Desh Greyskin
|
Desh nods to Garrett, then cracks the double doors to the quiet room to peek inside.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17; +1 vs traps
If no threats are obvious, he steps quietly inside to further investigate.
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Desh Greyskin
|
"Hmmm," grunts Desh. "My gut says we check the rest of this upper level before going in here."
He closes the door and jams it shut with his thieve's tools.
Disable Device (to jam door to cavern): 1d20 + 11 ⇒ (1) + 11 = 12
Sliding his tools back into his pouch, he moves to the vinegar door. There, he pauses for a second to tear a strip of his shirt arm off and wrap it around his face for an impromptu breathing mask.
When the team indicates their readiness, he listens at the door, checks it for traps, then (if nothing is detected) stealthily cracks the door to peek in.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28; +1 vs traps
Stealth: 1d20 + 8 ⇒ (20) + 8 = 28