Torrag Grimm
|
Torrag grabs the potions, scrolls, and sigil.
"Anyone else want to try and identify these potions? Forgive me if I don't trust the labels."
Perception checks can be used to identify potions.
Tenerek Argentson
|
Perception potion 1: 1d20 + 6 ⇒ (15) + 6 = 21
Perception potion 2: 1d20 + 6 ⇒ (17) + 6 = 23
Tenerek moves up to Torrag and takes the potions so that he can examine them and figure out anything about them.
Eladrian
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While Tenerek and Torrag are examining the potions, Eladrian walks over to the secret door to wait for everyone else.
Revvy Bitterleaf
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Tenerek is able to confirm that the potions are of healing.
You make your way over to the secret door and find it untrapped and open it to reveal a small L shaped room..which is suspiciously empty.
After examining it you find another secret door (and I'm assuming) you open that one as well.
The large room behind the door is dark and silent. The has no luminescent moss.
(description for those with darkvision or a light source;)
This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.
Torrag Grimm
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Torrag will use the wand to cast shield on himself before we enter the room. Then put the wand away.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
"So, who wants to go first?"
Eladrian
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Eladrian moves into the room, weapons at the ready, and eyes moving over everything.
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Damn! waste of a perfectly good 20!!!
Torrag Grimm
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Torrag will stand in the doorway and ready as action to cast a spell at the first enemy that he sees.
Will Save DC13 or lose next action.
Revvy Bitterleaf
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@Torrag, all though it makes perfect sense to do so and I get what you are trying to do..due to game mechanics you can't ready anything unless you are in initiative
As Eladrian (and the rest of you) move into the room - which as far as you can tell seems pretty safe right now - you suddenly notice;
A chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away.
Torrag Grimm
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Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15
Torrag will cast detect magic as well.
Revvy Bitterleaf
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Torrag is able to determine that it looks a lot like an effect that could be caused by a spell, but he can't put his finger on what precisely this was.
With detect magic you are able to determine that there is some residual energy (of illusion magic) lingering in the room, but there doesn't seem to be anything active right now.
Torrag Grimm
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While the others continue to search the room, Torrag moves up to the brazier, draws his wand along the way, casts detect magic again. If he doesn't detect anything he'll get out a tindertwig and light it.
Shield has faded.
Torrag Grimm
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I'll focus on the aura.
Knowledge (Arcana): 1d20 + 8 ⇒ (1) + 8 = 9
Pointing to the casket containing magic,
There's magic emanating from that casket there."
Eladrian
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Eladrian moves over to Torrag and looks at the coffin that raised his suspicions. "Well, it looks like the only way to find out what is in there is to actually open it. Lets gather around, so that if anything pops out, yall can nail it."
Torrag Grimm
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"Did we make sure it's not trapped?"
Torrag stays about 15 feet away from the casket.
Eladrian
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"Very good point, Torrag. Thank you!"
Eladrian goes over the coffin carefully before opening it.
Taking 20 for perception.. 31
Revvy Bitterleaf
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As Torrag focuses on the aura he can't tell much aobut it, it seems stationairy..but that's as much as he can tell right now.
Eladrian quickly finds out it's not "trapped" so much as more..occupied as a skeletal hand reaches up to try to grab him as he pushes open the lid of the casket.
At the same time the lids of 5 other caskets around you are also pushes back and skeletons start to rise from them.
Init Richard?: 1d20 + 4 ⇒ (5) + 4 = 9 I contacted him and he should be back..but with a new character
Init Torrag: 1d20 + 1 ⇒ (11) + 1 = 12
Init Eladrien: 1d20 + 2 ⇒ (17) + 2 = 19
Init Tenerek: 1d20 + 3 ⇒ (18) + 3 = 21
Init Sjonegaard: 1d20 + 2 ⇒ (3) + 2 = 5
Init Skeleton: 1d20 + 6 ⇒ (18) + 6 = 24
The skeleton who's casket you are opening takes a swipe at Eladrian with it's claws
To hit flatfooted AC Eladrian: 1d20 + 2 ⇒ (8) + 2 = 10
To hit flatfooted AC Eladrian: 1d20 + 2 ⇒ (20) + 2 = 22
To confirm AC Eladrian: 1d20 + 2 ⇒ (7) + 2 = 9
Damage Eladrina: 1d4 + 2 ⇒ (1) + 2 = 3
One claw harmlessly scratches across armor, but the other one finds it way to some soft flesh
init
Party
Skeleton
Party
I've put you roughly how I'd expect you guys to be on the map while opening it, feel free to stand some place else if you want
Torrag Grimm
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Torrag takes a 5 foot step out of melee and uses the wand. Then stows the wand.
Eladrian
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Eladrian jumps back from the skeletal pawing of his person, draws his sword, and promptly removes the offending arm.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Revvy Bitterleaf
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Tenerek hits the skeleton near him, but where his blade would normally have hit flesh it now glances of and then between the creatures ribcage (DR 5/blunt weapons)
Torrag takes a 5 foot step out of melee and uses the wand. Then stows the wand (mage armor right?)
Eladrian jumps back from the skeletal pawing of his person, draws his sword, and promptly removes the a few fingers from offending arm.
Sjonegaard smashes his target into a cloud of bone splinters with his earthbreaker
Unsure where Richard is, he can jump in when he wants , but for now ..moving on
The skeletons start to attack you in force
Pink
To hit Tenerek AC: 1d20 + 2 ⇒ (12) + 2 = 14
To hit Tenerek AC: 1d20 + 2 ⇒ (2) + 2 = 4
Red
to hit Eladrian: 1d20 + 2 ⇒ (18) + 2 = 20
to hit Eladrian: 1d20 + 2 ⇒ (15) + 2 = 17
Damage Eladrian: 1d4 + 2 ⇒ (4) + 2 = 6
with 3 of them stepping clear of their caskets and moving towards the closest target - Torrag
To hit AC Torrag: 1d20 + 2 ⇒ (1) + 2 = 3
To hit AC Torrag: 1d20 + 2 ⇒ (2) + 2 = 4
To hit AC Torrag: 1d20 + 2 ⇒ (4) + 2 = 6
but other then 1 skeleton getting a lucky hit in on Eladrian all of their attacks are either sidestepped or deflected by armor.
init
Party
Skeletons
Damage Pink: 1
Damage Red: 1
Eladrian
|
Eladrian takes his sword in both hands and gives it a mighty swing
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
And misses completely.
Torrag Grimm
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Torrag takes a 5 foot step back in between Sjonegaard and orange skeleton and conjures an Acid Cloud (Su) that engulfs yellow, green,and the sarcophagus in front of him.
Acid Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Fort DC 14 for half damage
I cast shield from the wand. Lasts 10 rounds.
Tenerek Argentson
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Tenerek uses studied target on the pink skeleton in front of him and then swings at it with his sword
Longsword: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (8) + 4 = 12
Revvy Bitterleaf
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Eladrian takes his sword in both hands and gives it a mighty swing and misses completely.
Torrag takes a 5 foot step back in between Sjonegaard and orange skeleton and conjures an Acid Cloud (Su) that engulfs yellow, green,and the sarcophagus in front of him, which greatly burns the bones of the skeletons caught inside it.
Tenerek uses studied target on the pinkish skeleton in front of him and then swings at it with his sword slicing right through a vertebra and making the skeleton collapse into a pile of bones at his feet.
Fort save yellow: 1d20 + 0 ⇒ (1) + 0 = 1
Fort save orange: 1d20 + 0 ⇒ (9) + 0 = 9
init
Sjonegaard
Skeletons
Damage Red: 1
Damage Yellow: 2
Damage Orange: 2
Revvy Bitterleaf
|
Sjonegaard moves 5ft and obliterates a skeleton
The remaining skeletons mindlessly shamble forward (5ft steps)(some through the acid cloud) and attack
Red vs Eladrian AC: 1d20 + 2 ⇒ (5) + 2 = 7
Red vs Eladrian AC: 1d20 + 2 ⇒ (14) + 2 = 16
Blue vs Torrag AC: 1d20 + 2 ⇒ (3) + 2 = 5
Blue vs Torrag AC: 1d20 + 2 ⇒ (18) + 2 = 20
and yellow divides it's attention
Yellow vs Eladrian AC: 1d20 + 2 ⇒ (5) + 2 = 7
Yellow vs Torrag AC: 1d20 + 2 ⇒ (20) + 2 = 22
To confirm: 1d20 + 2 ⇒ (5) + 2 = 7
One claw manages to swipe into Torrag's brow
Damage Torrag: 1d4 + 2 ⇒ (3) + 2 = 5
While another skeleton's bony finger tips scrapes past Eladrian's armor and draws blood.
Damage Eladrian: 1d4 + 2 ⇒ (1) + 2 = 3
init
Party
Skeletons
Damage Red: 1
Damage Yellow: 2
Damage Orange: 2
Tenerek Argentson
|
Tenerek 5 ft steps to the red skeleton uses studied target on it and swings his longsword at it... "You lot have corrupted me.. i'm sure I used to be an archer"
Longsword + studied target: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (3) + 4 = 7
Torrag Grimm
|
For staying in the Acid Cloud at the end of their turn the 2 skeletons take:
Acid Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Fort 14 for half
Torrag should take damage from 2 claws. His AC is currently 19 with both shield and mage armor.
Torrag will take a 5 foot step back to the west side of Sjonegaard and cast at green.
Ranged Touch: 1d20 + 2 ⇒ (10) + 2 = 12
Acid Damage: 1d3 ⇒ 2
Eladrian
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I have an AC of 18.. why did I take damage if it rolled a 16?
Eladrian steps back to protect his flank, and takes a swing at the yellow skeleton.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Revvy Bitterleaf
|
Sorry, I messed up the hits, both should have been for Torrag. For some reason I did 1 hit to Torrag and 1 to Eladrian, not sure why. Blaming dyslexia for this one
Fort save green: 1d20 + 0 ⇒ (11) + 0 = 11
Fort save yellow: 1d20 + 0 ⇒ (2) + 0 = 2
Two of the skeletons collapse as the remain inside the acid cloud
It doesn't specially state that they take the damage _again_ while they stay inside the cloud btw
Tenerek 5 ft steps to the red skeleton uses studied target on it and swings his longsword at it slicing of a long strip of bone.
Eladrian manages to shoot an arrow right through the ribcage of the last skeleton (hits AC, but does no damage)
init
Sjonegaard
Skeleton
Damage Red: 3
Revvy Bitterleaf
|
With an powerful hit Sjonegard manages to scatter the last skeleton's bones all over the room.
Out of combat
With some more time to explore you manage to find out that the source of the magic emanations Torrag detected is coming from a horn that's located inside the casket you first opened.
The skeletons themselves has nothing of value with them.
Eladrian
|
Eladrian puts away his mostly usless sword, and looks into the coffin and pulls out the horn. "Anyone know what this is? I tell you, next time we hit town, I am getting me a mace.. that was crap!" He winces as he shoves some cloth under his armor to pack the reminder that the skeleton left him.
Torrag Grimm
|
Torrag picks up the horn, casts detect magic and attempts to identify it.
Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17
Revvy Bitterleaf
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With some time and concentration Torrag is able to determine that the magical horn is a horn of fog.
(Since Tenerek is covering whomever opens the door I'll assume that at some point the door will be opened.)
The floor of this small hallway is partially blocked by heaps of stone rubble. A skeletal human hand protrudes from one pile of rubble. The debris looks old, and the few sagging strands of web draped over the rubble seem to have been here for some time.
The debris fell from the ceiling above, where something violent blasted away solid stone to create a cavity. In the center of the cavity, about 15 feet above the floor, a 5-foot-diameter irregular hole or shaft rises up into the darkness.
There are 2 more doors leading out of this roughly L-shaped area.
Eladrian
|
Eladrian steps forward into the room, and looks around, concentrating on the hand (remembering the skeleton that almost got him), and on the ?air shaft?.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Torrag Grimm
|
Looking at the horn, "Horn of Fog. Interesting." Torrag stashes the horn in his bag, Unless someone else has their heart set on carrying it, and walks up to the doorway casting Detect Magic.
Revvy Bitterleaf
|
As Eladrian examines the skeletal hand he digs through the rubble and finds that the human skeleton buried within has been shattered into many pieces.
The skeleton’s priestly robes are now mere moldering scraps, and the blade of a nearby sword has rusted away into uselessness. Under the skeleton is a key.
The hole into the ceiling seems empty and safe to enter.
Eladrian thinks that the dead-end corridor to the west contains a pit trap.
A quick examination of both doors reveals that the door to the east is locked, the one to the south is unlocked.
Torrag doesn't detect magic on any of the doors (either the door you opened to enter the new L-shaped area, or the 2 new doors in there). But behind the door to the east if a faint magic aura (of illusion magic)
So you have 3 options to leave this area (hole in the ceiling, door to the south, door to the east - or go back to an area you've already been)